KEEFEKTIFAN MODEL TGT BERBANTU PERMAINAN TEBAK GERAK UNTUK MENINGKATKAN KREATIVITAS PADA PEMBELAJARAN TEMATIK

Tri Wahyuningsih, Ratna Wahyu Pusari, S. Prasetyo
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Abstract

In thematic learning the learning independence of students is still lacking and has not optimized the ability to think creatively to improve their creativity due to a lack of confidence so that they have not achieved maximum learning outcomes. Efforts to improve using the Team Games Tournament model are aided by guessing games. The method used in this study is quantitative research. This research is a pre-experimental design with one group pretest-posttest design. The research subjects were fifth grade students of Wonosoco Kudus Elementary School with a total of 20 students. The results of the study showed that learning using the Team Games Tournament model helped the Guess the Motion game to improve the creativity of class V children viewed from the pretest average of 60.55 and the posttest average of 83.35. This is evidenced by the t test of tcount (15,630)> t table (1,684) then H0 is rejected and Ha is accepted. So the conclusion is effective using the Team Games Tournament (TGT) model with the help of Guess the Motion game to Improve Children's Creativity in Thematic Learning.
TGT模型的有效性有助于增加主题学习的创造力
在主题学习中,学生的学习独立性仍然缺乏,由于缺乏自信,没有优化创造性思维能力,提高创造力,没有达到最大的学习效果。团队竞赛模式的改进是通过猜谜游戏来辅助的。本研究采用的方法是定量研究。本研究采用一组前测后测设计的实验前设计。研究对象为Wonosoco Kudus小学五年级学生,共20名学生。研究结果表明,从测前平均分60.55分和测后平均分83.35分来看,采用团队游戏比赛模式的学习有助于五班儿童的创造力提高。这可以通过tcount(15630)>对表(1684)的t检验来证明,然后H0被拒绝,Ha被接受。因此,利用团队游戏比赛模式和猜动作游戏提高儿童主题学习的创造力是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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