The use of the cooperative learning model of Teams Games Tournament (TGT) supported by Baamboozle media has the potential to increase student engagement through discussion, collaboration, and game-based activities. This study examines the effectiveness of the TGT model supported by Baamboozle media in improving students' learning outcomes in the topic of Work and Energy at SMA Negeri 2 Tondano. The study used a quasi-experimental method with a non-equivalent pretest-posttest control group design. The sample consisted of 30 students divided into an experimental class and a control class, with 15 students in each class. The descriptive analysis showed that the average score in the experimental class increased from 30.6 to 78.93, while the average score in the control class increased from 26.46 to 69.46. The average N-Gain score was 0.6991 in the experimental class and 0.5949 in the control class. Both classes were in the moderate category, but the improvement in learning outcomes was greater in the experimental class than in the control class. These findings indicate that the TGT model supported by Baamboozle media can be an alternative teaching strategy for improving student learning outcomes. The implication of this study is that the TGT model supported by Baamboozle media can be considered for use in physics learning to create an interactive and collaborative learning environment that encourages active student participation
The ability to understand concepts is one of the important aspects in social studies learning because students are not only required to remember information, but also to be able to explain and apply concepts in various situations. However, the learning process that is still teacher-centered causes student involvement and motivation to learn is not optimal. This study aims to analyze the influence of the Teams Games Tournament (TGT) learning model assisted by Quizizz Paper Mode (Q-Card) on learning motivation and students' ability to understand concepts in food chain materials. This study uses a quantitative approach with a pre-experimental design method through a one-group pretest-posttest design. The research sample consisted of 30 students in class V of SDN Cisiram who were selected using saturated sampling techniques. Data were collected through concept comprehension tests, learning motivation questionnaires, and documentation, then analyzed using Wilcoxon, N-Gain, and effect size tests. The results showed an increase in concept comprehension ability with an average score increasing from 39.73 to 87.70, an N-Gain value of 0.78 with a high category, and an effect size of 0.617 which showed a strong influence. The application of TGT assisted by Q-Card was also able to increase students' involvement and learning motivation. Thus, the Quizizz Paper Mode (Q-Card)-assisted TGT model is effectively used as an alternative to IPAS learning to improve students' understanding of concepts and learning motivation.
The central issue that is being addressed in this particular research endeavor pertains to the notably inadequate science learning outcomes that have been observed among the fourth-grade students enrolled at SD Negeri 1 Labuah Ratu Dua. The primary objective of this research is to systematically investigate and elucidate the effects that the Team Games Tournament (TGT) learning model has on improving these educational outcomes. The methodological framework employed in this study is characterized by a quasi-experimental design, which allows for the exploration of causal relationships while maintaining a level of control over extraneous variables. The total population under consideration in this research comprises 60 students, and it is noteworthy that the sample size is also exactly 60 students, thereby ensuring comprehensive representation. In determining the research sample, a non-probability sampling technique was utilized, which is particularly relevant in contexts where random sampling is not feasible or practical. The data collection methods employed in this study encompass a variety of non-test techniques, including but not limited to observation and documentation, alongside test techniques, which are specifically structured in the format of multiple-choice questions. The subsequent data processing was conducted using statistical methods such as the chi-square formula, F-test, and simple linear regression analyses, all of which collectively provide robust evidence supporting the hypothesis. The results indicate a statistically significant effect of the TGT learning model on the academic performance of students in the fourth grade of elementary school, as substantiated by the finding that Fhitung exceeds Ftabel, specifically with values of 19.77 and 4.20, respectively. This compelling evidence serves to underscore the efficacy of the TGT learning model as an innovative pedagogical approach aimed at enhancing science learning outcomes within this educational context. Overall, the implications of these findings are far-reaching, suggesting that the implementation of such collaborative learning strategies could potentially transform educational practices in similar settings.
Student engagement and participation are essential for interactive elementary science and social studies (IPAS) learning. Limited involvement in questioning, expressing opinions, and teamwork may hinder meaningful learning. This study examined changes in engagement and participation during the implementation of the Teams Games Tournament (TGT) model at SDN Karawang Wetan III. Classroom action research involved 30 students across a pre-cycle and two intervention cycles. Classroom observations assessed seven engagement and seven participation indicators. Descriptive analysis showed improvements in both outcomes. Engagement increased in attention, enthusiasm, active involvement, peer interaction, persistence, and responsibility. Participation improved in questioning, answering, expressing opinions, discussion, cooperation, tournament involvement, and task completion. Reported percentages represent mean indicator-level observation scores rather than proportions of students meeting specific criteria. The findings suggest that structured teamwork, academic games, and individual accountability can provide practical opportunities for collaborative IPAS learning. Teachers should establish clear team roles and encourage individual contributions and questioning. Because the study involved one school and two cycles without a control group, the findings are context-specific and do not establish causality. Future research should examine multiple schools, longer implementation, sustained improvements, and relationships with IPAS achievement.
مقایسهٔ مدلهای یادگیری Teams Games Tournament (TGT) و Problem Based Learning (PBL) بر نتایج یادگیری دانشآموزان در درس علوم (IPAS) با موضوع انرژی در پایه ششم ابتدایی با توجه به جنسیت
This study aims to analyze the comparison of student learning outcomes using the Teams Games Tournament (TGT) and Problem Based Learning (PBL) learning models in science (IPAS) subject on the topic of energy in Grade VI elementary school, as well as to examine the influence of gender on these outcomes. The study employed a quantitative descriptive comparative approach with 22 students of Class VI D as subjects, consisting of 12 male and 10 female students. Data were collected through learning outcome tests conducted under both learning conditions. Data analysis included descriptive statistics, Shapiro-Wilk normality test, Levene homogeneity test, Wilcoxon signed-rank test (comparing TGT and PBL within the same students), and Mann-Whitney U test (comparing male and female students). Results showed that the overall mean score for the TGT model (89.09; SD = 18.23) was higher than for the PBL model (84.55; SD = 21.32). The Wilcoxon signed-rank test yielded p = 0.190 (p > 0.05), indicating that the difference between TGT and PBL learning outcomes overall was not statistically significant. By gender, female students had higher average scores than males in both models (TGT: 94.00 vs 85.00; PBL: 92.00 vs 78.33), though the differences were not statistically significant (p = 0.101 for TGT and p = 0.102 for PBL). Learning mastery reached 81.8% in the TGT model and 72.7% in the PBL model, with female mastery (90.0% in both models) higher than males (75.0% in TGT and 58.3% in PBL). These findings imply the importance of differentiated learning based on gender to improve male students' learning mastery.
هدف این پژوهش تحلیل مقایسهای نتایج یادگیری دانشآموزان با استفاده از مدلهای یادگیری Teams Games Tournament (TGT) و Problem Based Learning (PBL) در درس علوم (IPAS) با موضوع انرژی در پایه ششم ابتدایی و همچنین بررسی تأثیر جنسیت بر این نتایج است. این پژوهش با رویکرد توصیفی-مقایسهای کمی و با شرکت ۲۲ دانشآموز کلاس VI D (۱۲ پسر و ۱۰ دختر) انجام شد. دادهها از طریق آزمونهای نتایج یادگیری که تحت هر دو شرایط یادگیری برگزار شد، جمعآوری گردید. تحلیل دادهها شامل آمار توصیفی، آزمون نرمالیتی Shapiro-Wilk، آزمون همگنی Levene، آزمون Wilcoxon signed-rank (مقایسه TGT و PBL در یک دانشآموز) و آزمون Mann-Whitney U (مقایسه دانشآموزان دختر و پسر) بود. نتایج نشان داد میانگین کلی نمره مدل TGT (۸۹٫۰۹؛ SD = ۱۸٫۲۳) بالاتر از مدل PBL (۸۴٫۵۵؛ SD = ۲۱٫۳۲) بود. آزمون Wilcoxon signed-rank مقدار p = ۰٫۱۹۰ (p > ۰٫۰۵) را نشان داد که بیانگر عدم تفاوت معنادار آماری بین نتایج یادگیری TGT و PBL به طور کلی است. بر اساس جنسیت، دانشآموزان دختر در هر دو مدل میانگین نمره بالاتری نسبت به پسران داشتند (TGT: ۹۴٫۰۰ در مقابل ۸۵٫۰۰؛ PBL: ۹۲٫۰۰ در مقابل ۷۸٫۳۳)، هرچند این تفاوتها از نظر آماری معنادار نبود (p = ۰٫۱۰۱ برای TGT و p = ۰٫۱۰۲ برای PBL). میزان تسلط یادگیری در مدل TGT به ۸۱٫۸٪ و در مدل PBL به ۷۲٫۷٪ رسید و تسلط دختران (۹۰٫۰٪ در هر دو مدل) بالاتر از پسران بود (۷۵٫۰٪ در TGT و ۵۸٫۳٪ در PBL). این یافتهها بر اهمیت یادگیری تفکیکی بر اساس جنسیت برای بهبود تسلط یادگیری دانشآموزان پسر دلالت دارد.
راهکارهای افزایش انگیزهٔ یادگیری دانشآموزان از طریق بهکارگیری مدل یادگیری Teams Games Tournament (TGT) با کمک رسانهٔ Wordwall در درس آموزش پاندچاسیلا کلاس X.10 در دبیرستان دولتی ۱۷ پالمبانگ
This classroom action research aimed to improve students’ learning motivation through the implementation of the Teams Games Tournament (TGT) learning model assisted by Wordwall in Pendidikan Pancasila for Grade X.10 students at SMA Negeri 17 Palembang. The research was motivated by a gap between students’ relatively good cognitive abilities and their low learning motivation, particularly during group activities. The study employed the Kemmis and McTaggart classroom action research design, consisting of a pre-cycle, Cycle 1, and Cycle 2, involving 39 students. Data on students’ learning motivation were collected through observation sheets covering five indicators: activeness, participation, persistence, enthusiasm, and resilience. The data were analyzed using descriptive quantitative and qualitative approaches. The results showed an increase in students’ learning motivation from 52.05%, categorized as moderate, in the pre-cycle to 74.23%, categorized as high, in Cycle 1, and 88.08%, categorized as very high, in Cycle 2. The overall increase from the pre-cycle to Cycle 2 reached 36.03 percentage points. All indicators of learning motivation also increased, with notable improvements in enthusiasm and resilience. These findings indicate that the implementation of the TGT learning model assisted by Wordwall can be an effective approach to improving students’ learning motivation in Pendidikan Pancasila.
این پژوهش اقدامپژوهی کلاسی با هدف ارتقای انگیزهٔ یادگیری دانشآموزان از طریق اجرای مدل یادگیری Teams Games Tournament (TGT) با کمک Wordwall در درس آموزش پاندچاسیلا برای دانشآموزان کلاس X.10 دبیرستان دولتی ۱۷ پالمبانگ انجام شد. انگیزهٔ انجام این پژوهش، وجود شکاف میان تواناییهای شناختی نسبتاً خوب دانشآموزان و انگیزهٔ پایین یادگیری آنان، بهویژه در فعالیتهای گروهی بود. این مطالعه از طرح پژوهش اقدامپژوهی کلاسی کمیس و مکتاگارت شامل پیشچرخه، چرخهٔ اول و چرخهٔ دوم با مشارکت ۳۹ دانشآموز بهره برد. دادههای مربوط به انگیزهٔ یادگیری دانشآموزان از طریق برگههای مشاهده با پوشش پنج شاخص: فعال بودن، مشارکت، پایداری، اشتیاق و تابآوری گردآوری شد. دادهها با استفاده از رویکردهای توصیفی کمی و کیفی تحلیل شدند. نتایج نشان داد که انگیزهٔ یادگیری دانشآموزان از ۵۲٫۰۵٪ (در سطح متوسط) در پیشچرخه به ۷۴٫۲۳٪ (در سطح بالا) در چرخهٔ اول و ۸۸٫۰۸٪ (در سطح بسیار بالا) در چرخهٔ دوم افزایش یافت. افزایش کلی از پیشچرخه تا چرخهٔ دوم به ۳۶٫۰۳ واحد درصد رسید. همهٔ شاخصهای انگیزهٔ یادگیری نیز افزایش یافتند و بهبود قابل توجهی در شاخصهای اشتیاق و تابآوری مشاهده شد. این یافتهها نشان میدهد که اجرای مدل یادگیری TGT با کمک Wordwall میتواند رویکردی مؤثر برای ارتقای انگیزهٔ یادگیری دانشآموزان در درس آموزش پاندچاسیلا باشد.
راهکارهای ارتقای نتایج یادگیری دانشآموزان از طریق بهکارگیری مدل آموزش Teams Games Tournament (TGT) با کمک رسانه فلیپبوک در درس آموزش پاندچاسیلا پایه یازدهم هتل ۳ در دبیرستان فنی حرفهای دولتی شماره ۳ پالمبانگ
This classroom action research was motivated by the low learning outcomes of students in grade XI Hotel 3 of SMK Negeri 3 Palembang, which were caused by teacher-centered instruction and the lack of interactive learning media. This study aimed to improve student learning outcomes through the application of the Teams Games Tournament (TGT) model assisted by flipbook media. The research followed the Classroom Action Research design of Kemmis and Mc. Taggart, consisting of planning, action, observation, and reflection, and was carried out in three cycles. Pre-Cycle was conducted until 18 August 2026, Cycle I until 8 September 2026, and Cycle II until 15 September 2026. The subjects were all students of grade XI Hotel 3. Data were collected through observation of teacher and student activities, learning outcome tests at the end of each cycle, and documentation, then analyzed quantitatively through the average score and classical mastery percentage and qualitatively through descriptive analysis of the observation results. The success indicator was a classical mastery of at least 85 percent of students reaching the minimum completeness criteria. The results are expected to show a consistent increase in student learning outcomes and learning activeness from Pre-Cycle to Cycle II, indicating that TGT assisted by flipbook media is effective in improving student learning outcomes in the Hospitality expertise program.
این پژوهش اقدامپژوهی کلاسی با انگیزه نتایج پایین یادگیری دانشآموزان پایه یازدهم هتل ۳ دبیرستان فنی حرفهای دولتی شماره ۳ پالمبانگ انجام شد که علت آن آموزش معلممحور و کمبود رسانههای یادگیری تعاملی بود. هدف این مطالعه، بهبود نتایج یادگیری دانشآموزان از طریق بهکارگیری مدل Teams Games Tournament (TGT) با کمک رسانه فلیپبوک بود. پژوهش حاضر از طرح اقدامپژوهی کلاسی کمیس و مکتاگارت پیروی کرد که شامل برنامهریزی، اقدام، مشاهده و بازتاب بود و در سه چرخه اجرا شد. پیشچرخه تا ۱۸ اوت ۲۰۲۶، چرخه اول تا ۸ سپتامبر ۲۰۲۶ و چرخه دوم تا ۱۵ سپتامبر ۲۰۲۶ انجام شد. جامعه پژوهش شامل تمامی دانشآموزان پایه یازدهم هتل ۳ بود. دادهها از طریق مشاهده فعالیتهای معلم و دانشآموز، آزمون نتایج یادگیری در پایان هر چرخه و مستندسازی گردآوری شد و سپس به صورت کمی از طریق میانگین نمرات و درصد تسلط کلاسیک و به صورت کیفی از طریق تحلیل توصیفی نتایج مشاهده تحلیل گردید. شاخص موفقیت، تسلط کلاسیک حداقل ۸۵ درصد دانشآموزان در رسیدن به معیار حداقل کفایت بود. انتظار میرود نتایج، افزایش پیوسته نتایج یادگیری و فعالیت یادگیری دانشآموزان از پیشچرخه تا چرخه دوم را نشان دهد که بیانگر اثربخشی مدل TGT با کمک رسانه فلیپبوک در بهبود نتایج یادگیری دانشآموزان در برنامه تخصصی هتلداری است.