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PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) DENGAN MEDIA PUZZLE UNTUK MENINGKATKAN KEAKTIFAN DAN PRESTASI BELAJAR EKONOMI DI SMA

Sri Widi Lestari, Siswandari ., Elvia Ivada

Abstract


ABSTRACT
The objective of this research is to improve the learning activeness and achievement in Economics of the students of Senior Secondary School of Permata*) through the application of the cooperative learning model of the Teams Games Tournament (TGT) with puzzle media. This Classroom Action Research was carried out in two cycles, each cycle encompassed four stages, those were planning, action, observation and reflection.The subject of this research was students of X MIA 3 grade that consist of 34 students.The data of research were collected through observation, in-depth interview, test, documentation, and field notes. The data were validated by using the content validity, technique triangulation, and independent ob-server and analyzed by using the descriptive qualitative and quantitative analyses. The results of research show that the application of the cooperative learning model of the Teams Games Tournament type with puzzle media can improve the learning activeness and achievement in Economics. In pre-cycle, the per-centage of the active students was 24,71%became 48,82% in cycle I and 90,59% in cycle II. In pre-cycle, the learning achievement was 38,24%, became 64,71% in cycle I and 91,18% in cycle II. Thus, the appli-cation of the cooperative learning model of the Teams Games Tournament type with puzzle media can im-prove the learning activeness and achievement in Economics of X MIA 3students Permata Senior Second-ary School.
Keywords: Teams Games Tournament, puzzle, learning activeness.
*) Permata Senior Secondary School isa fictitious name.
ABSTRAK
Tujuan penelitian ini adalah untuk meningkatkan keaktifan dan prestasi belajar ekonomi pada SMA Permata*)melalui penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) dengan media puzzle. Penelitian tindakan kelas ini dilakukan dalam dua siklus, setiap siklus terdiri dari empat langkah, antara lain perencanaan, pelaksanaan, observasi dan refleksi. Subjek dalam penelitian ini adalah siswa kelas X MIA 3 SMA Permatayang terdiri dari 34 siswa. Teknik pengumpulan data dengan menggunakan observasi, wawancara, tes, dan dokumentasi. Validitas data dengan menggunakan validitas isi, triangulasi teknik, dan observer independen. Analisis data menggunakan analisis deskriptif kuali-tatifdan analisis deskriptif kuantitatif.Hasil dari penelitian ini menunjukkan bahwa penerapan model pem-belajaran kooperatif tipe Teams Games Tournament dan media puzzledapat meningkatkan keaktifan dan prestasi belajar ekonomi. Pada prasiklus,persentase siswa yang aktif sebesar 24,71% menjadi 48,82% pada siklus I, dan 90,59% pada siklus II. Pada prasiklus, prestasi belajar sebesar 38,24%, menjadi 64,71% pada siklus I, dan menjadi 91,18% pada siklus II. Simpulan penelitian ini adalah penerapan model pembelajaran kooperatif tipe Teams Games Tournament dan media puzzledapat meningkatkan keaktifan dan prestasi belajar ekonomi siswa X MIA 3 SMA Permata.
Kata kunci: Teams Games Tournament, puzzle, keaktifan belajar, prestasi belajar.


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ISSN: 2503-4693