Implementation Of Teams Games Tournament Learning Model Using Snakes And Ladders Media To Improve Learning Activities And Outcomes

Penulis

  • Euis Nessia Fitri Universitas Pamulang
  • Deni Dwi Andrian SMK Negeri 3 Tangerang Selatan

Kata Kunci:

Implementation, Teams Games Tournament, Snakes and Ladders

Abstrak

The objectives of this research are to describe the learning outcomes of students using the Teams Games Tournament method with the Snakes and Ladders media, and describe the learning activities of students using the Teams Games Tournament method with the Snakes and Ladders media. This research employs a qualitative approach with classroom action research. Data collection techniques were conducted through observation. The findings of this study indicate that the application of the Teams Games Tournament method using the Snakes and Ladders media has a positive impact on improving student learning outcomes, as evidenced by 32 out of 40 students, or 82.50%, achieving the minimum score. This positive increase in activity occurred after implementing the cooperative learning method Teams Games Tournament using the Snakes and Ladders media.

Unduhan

Data unduhan belum tersedia.

Referensi

Anton, Anton, and Usman Usman. 2020. “Peningkatan Kualitas Pembelajaran Melalui Pendekatan Pengelolaan Kelas.” TAJDID: Jurnal Pemikiran Keislaman Dan Kemanusiaan 4(1):69–83.

Anwar, Muhamad. 2018. Menjadi Guru Profesional. Prenada Media.

Baharuddin, Baharuddin, and Esa Nur Wahyuni. 2015. “Teori Belajar Dan Pembelajaran.”

Fathurrohman, Muhammad. 2017. Belajar Dan Pembelajaran Modern: Konsep Dasar, Inovasi Dan Teori Pembelajaran. Garudhawaca.

Hidayat, Ujang S. 2016. Model-Model Pembelajaran Efektif. Bina Mulia Publishing.

Ibrahim, Muslimin. 2000. “Pembelajaran Kooperatif. Surabaya.” Universitas Negeri Surabaya.

Marina, Anna, Sentot Imam Wahjono, and Agusdiwana Suarni. 2018. Sistem Informasi Akuntansi: Teori Dan Praktikal. UMSurabaya Publishing.

Nana, Syaodih Sukmadinata. 2005. “Landasan Psikologi Proses Pendidikan.” Bandung: Remaja Rosdakarya.

Puspitasari, Diah Eka. 2011. “Studi Komparasi Metode Team Games Tournament (Tgt) Dengan Metode Ceramah Terhadap Prestasi Belajar Mata Pelajaran Akuntansi Pada Siswa Kelas Xi Smk Batik 2 Surakarta Tahun Pelajaran 2010/2011.”

Rahman, Yudi Ardian. 2021. “Manajemen Komunikasi Kepemimpinan Perguruan Tinggi Pesantren Era Belajar Merdeka.” Dosen Merdeka 179.

Setiawan, M. Andi. 2017. Belajar Dan Pembelajaran. Uwais Inspirasi Indonesia.

Sholicha, Masriatus, Veni Indrawati, Lucia Tri Pangesthi, and Asrul Bahar. 2021. “Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) Untuk Meningkatkan Hasil Belajar Siswa Smk.” Jurnal Tata Boga 10(2):234–45.

Sofiani, Ika Kurnia, M. Khairul Fadli, and Indra Wahyu Saputra. 2024. “Pembentukan Kepribadian Islami Dalam Pendidikan Agama Islam.” Mutiara: Jurnal Penelitian Dan Karya Ilmiah 2(3):299–306.

Supardi, U. S. 2015. “Peran Berpikir Kreatif Dalam Proses Pembelajaran Matematika.” Formatif: Jurnal Ilmiah Pendidikan MIPA 2(3).

Uno, Hamzah B., and Nurdin Mohamad. 2022. Belajar Dengan Pendekatan PAILKEM: Pembelajaran Aktif, Inovatif, Lingkungan, Kreatif, Efektif, Menarik. Bumi Aksara.

Wibowo, Hari. 2020. Pengantar Teori-Teori Belajar Dan Model-Model Pembelajaran. Puri cipta media.

Zamzami, Faiz, Nabella Duta Nusa, and Ihda Arifin Faiz. 2021. Sistem Informasi Akuntansi. Ugm Press.

Diterbitkan

2024-09-03

Cara Mengutip

Fitri, E. N., & Andrian, D. D. (2024). Implementation Of Teams Games Tournament Learning Model Using Snakes And Ladders Media To Improve Learning Activities And Outcomes. Jurnal Multidisiplin Sahombu, 4(02), 318–327. Diambil dari https://ejournal.seaninstitute.or.id/index.php/JMS/article/view/5302