{"title":"在小学五年级数学学习中通过团队游戏比赛型合作学习模式提高学生的学习积极性和学习效果","authors":"Rifani Dwi Aguvia, Ika Candra Sayekti","doi":"10.36088/fondatia.v8i2.4744","DOIUrl":null,"url":null,"abstract":"The purpose of this research is to find a solution to the problem of low learning outcomes and the level of student activeness which is 60% still below KKM and has not been completed for fraction material. The learning method used is the Teams Games Tournament (TGT) type learning model. This research is part of Classroom Action Research (PTK), which uses two cycles, namely cycle I and cycle II to assess the application of TGT. Planning, implementing, observing, and reflecting on the learning process are part of each cycle. Students who acted as subjects of grade V students of SDN Kleco 1 Surakarta amounted to 28 students. Data were collected by observation, tests and documentation. Data analysis used descriptive, qualitative, and comparative. The data shows that the increase in student involvement and learning outcomes can be done by using a cooperative learning model with the Teams Games Tournament (TGT) format. grade V SDN Kleco 1 Surakarta the level of student activeness increased by 19.9% in cycle I 68.4% increased in cycle II to 88.3%. The class average score for students in grade V increased along with their learning outcomes in math. In cycle I 59.1 and cycle II 82.5, Regarding learning completeness, the percentage of students who are complete (80%) has been in accordance with the estimated performance indicators. The improvement in learning outcomes occurred because before learning in groups, the teacher presented the roles to each student and emphasized to them the importance of collaborating to achieve a common goal.","PeriodicalId":517932,"journal":{"name":"FONDATIA","volume":"68 3","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Peningkatan Keaktifan Belajar dan Hasil Belajar Siswa melalui Model Pembelajaran Kooperatif Tipe Team Games Tournament pada Pembelajaran Matematika Kelas V Sekolah Dasar\",\"authors\":\"Rifani Dwi Aguvia, Ika Candra Sayekti\",\"doi\":\"10.36088/fondatia.v8i2.4744\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this research is to find a solution to the problem of low learning outcomes and the level of student activeness which is 60% still below KKM and has not been completed for fraction material. The learning method used is the Teams Games Tournament (TGT) type learning model. This research is part of Classroom Action Research (PTK), which uses two cycles, namely cycle I and cycle II to assess the application of TGT. Planning, implementing, observing, and reflecting on the learning process are part of each cycle. Students who acted as subjects of grade V students of SDN Kleco 1 Surakarta amounted to 28 students. Data were collected by observation, tests and documentation. Data analysis used descriptive, qualitative, and comparative. The data shows that the increase in student involvement and learning outcomes can be done by using a cooperative learning model with the Teams Games Tournament (TGT) format. grade V SDN Kleco 1 Surakarta the level of student activeness increased by 19.9% in cycle I 68.4% increased in cycle II to 88.3%. The class average score for students in grade V increased along with their learning outcomes in math. In cycle I 59.1 and cycle II 82.5, Regarding learning completeness, the percentage of students who are complete (80%) has been in accordance with the estimated performance indicators. The improvement in learning outcomes occurred because before learning in groups, the teacher presented the roles to each student and emphasized to them the importance of collaborating to achieve a common goal.\",\"PeriodicalId\":517932,\"journal\":{\"name\":\"FONDATIA\",\"volume\":\"68 3\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"FONDATIA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.36088/fondatia.v8i2.4744\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"FONDATIA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36088/fondatia.v8i2.4744","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究的目的是找到一种方法,以解决学习成绩低下和学生积极性不高的问题(60%的学生积极性仍低于 KKM,且尚未完成分数材料的学习)。采用的学习方法是团队游戏比赛(TGT)式学习模式。本研究是课堂行动研究(PTK)的一部分,采用两个周期,即周期 I 和周期 II 来评估 TGT 的应用。计划、实施、观察和反思学习过程是每个周期的组成部分。苏腊卡尔塔 SDN Kleco 1 学校五年级的 28 名学生作为研究对象。通过观察、测试和记录收集数据。数据分析采用了描述性、定性和比较的方法。数据显示,采用团队游戏比赛(TGT)形式的合作学习模式可以提高学生的参与度和学习成果。苏腊卡尔塔 SDN Kleco 1 学校五年级学生的积极性在第一周期提高了 19.9%,在第二周期提高了 68.4%,达到 88.3%。五年级学生的班级平均分随着数学学习成绩的提高而提高。第一周期为 59.1 分,第二周期为 82.5 分。在学习完成率方面,完成学习的学生比例(80%)与预计的绩效指标相符。学习成绩的提高是由于在分组学习之前,教师向每个学生介绍了自己的角色,并向他们强调了合作实现共同目标的重要性。
Peningkatan Keaktifan Belajar dan Hasil Belajar Siswa melalui Model Pembelajaran Kooperatif Tipe Team Games Tournament pada Pembelajaran Matematika Kelas V Sekolah Dasar
The purpose of this research is to find a solution to the problem of low learning outcomes and the level of student activeness which is 60% still below KKM and has not been completed for fraction material. The learning method used is the Teams Games Tournament (TGT) type learning model. This research is part of Classroom Action Research (PTK), which uses two cycles, namely cycle I and cycle II to assess the application of TGT. Planning, implementing, observing, and reflecting on the learning process are part of each cycle. Students who acted as subjects of grade V students of SDN Kleco 1 Surakarta amounted to 28 students. Data were collected by observation, tests and documentation. Data analysis used descriptive, qualitative, and comparative. The data shows that the increase in student involvement and learning outcomes can be done by using a cooperative learning model with the Teams Games Tournament (TGT) format. grade V SDN Kleco 1 Surakarta the level of student activeness increased by 19.9% in cycle I 68.4% increased in cycle II to 88.3%. The class average score for students in grade V increased along with their learning outcomes in math. In cycle I 59.1 and cycle II 82.5, Regarding learning completeness, the percentage of students who are complete (80%) has been in accordance with the estimated performance indicators. The improvement in learning outcomes occurred because before learning in groups, the teacher presented the roles to each student and emphasized to them the importance of collaborating to achieve a common goal.