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PENERAPAN MODEL KOOPERATIF TIPE TGT DENGAN MEDIA PERMAINAN PUZZLE UNTUK MENINGKATKAN PRESTASI BELAJAR

Herman Rudi Wicaksono, Sigit Santoso, Nurhasan Hamidi

Abstract


ABSTRAK

Penelitian ini bertujuan untuk mengetahui peningkatan prestasi belajar mata pelajaran akuntansi siswa kelas X SMK Negeri 1 Banyudono melalui penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) dengan media permainan puzzle. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK). Penelitian dilaksanakan dalam tiga siklus di mana masing-masing siklus dilalui dengan empat tahapan, yaitu (1) perencanaan; (2) pelaksanaan; (3) observasi; (4) refleksi. Sumber data diperoleh dari tempat, aktivitas, dan dokumen. Pengumpulan data diperoleh melalui observasi, tes dan dokumentasi. Uji validitas data menggunakan triagulasi, expert opinion, dan key respondent review. Analisa data menggunakan reduksi data, paparan data dan penarikan kesimpulan. Hasil penelitian menunjukan bahwa penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) dengan media permainan puzzle dapat meningkatkan prestasi belajar akuntansi siswa. Hal ini terbukti dengan fakta-fakta bahwa prosentase prestasi belajar siswa pada pratindakan sebesar 29,41%, siklus I meningkat menjadi 71,43%, siklus II meningkat menjadi 93,94%, dan siklus III meningkat menjadi 100%.

Kata kunci: Prestasi belajar, Teams Games Tournament (TGT), Puzzle

ABSTRACT

This research are to know increase learning achievements of accounting subjects students class X accounting 2 SMK Negeri Banyudono 1 academic years of 2012/2013 through the application of cooperative learning model type Teams Games Tournament (TGT) with the media puzzle game. This research is a Classroom Action Research (CAR). The research was conducted in three cycles where each cycle passed with four stages, namely (1) planning; (2) implementation; (3) observation and (4) reflection. Source data obtained from places, events and documents. The ollection of data obtained by through observation, tests and documentation. Test the validity of the data using triagulasi, expert opinion and key respondent review. Data analysis using data reduction, exposure data and tethering the conclusion. The results showed that through the application of cooperative learning model type Teams Games Tournament (TGT) with the media puzzle game can increase learning achievements of students in accounting. This is evidenced by the following facts that student learning achievement on pratindakan of 29,41%, in cycle I increased to 71,43%, in cycle II increased to 93,94%, and in cycle III increases to 100%.

Keywords: learning achievements, Teams Games Tournament (TGT), Puzzle


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