PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA MATERI PERAN EKONOMI MASYARAKAT KELAS V SDN SIDOSARI
Abstract
This study aims to 1) Describe the implementation of the Teams Games
Tournament (TGT) learning model, 2) Increase students' learning engagement
through the application of the Teams Games Tournament (TGT) learning model,
and 3) Improve students' learning outcomes by applying the Teams Games
Tournament (TGT) learning model. This research employs a Classroom Action
Research (CAR) methodology, consisting of two cycles, with each cycle comprising
two sessions. The subjects of the study are 20 fifth-grade students at SDN Sidosari,
consisting of 7 boys and 13 girls. Data collection methods include interviews,
observations, and documentation. The Teams Games Tournament (TGT) learning
model is implemented through five stages: 1) Class Presentation, 2) Group Study,
3) Games, 4) Tournaments, and 5) Group Rewards.
The observation results indicate that the application of the Teams Games
Tournament (TGT) model is highly suitable for Elementary Schools. Student
engagement in learning increased from 49% in the pre-cycle stage to 61% in the
first cycle, and then significantly to 79% in the second cycle. This data shows that
the learning engagement of fifth-grade students has reached the success indicators
and is categorized as active. Additionally, students' learning outcomes improved
from 61% in the pre-cycle, to 68% in the first cycle, and reached 87% in the second
cycle, exceeding the class achievement indicator of ≥75. Based on these results,
the application of the Teams Games Tournament (TGT) model is proven effective
in increasing student engagement and learning outcomes, making this model a
viable strategy for enhancing student engagement and learning outcomes in
Elementary Schools.
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