{"title":"增加学生对TGT学习模式的概念掌握和学习活动","authors":"Nur Isnaeni","doi":"10.37842/sinau.v8i2.99","DOIUrl":null,"url":null,"abstract":"The reality in the field shows that student learning activities are still low, low learning activities can affect the mastery of student concepts, low student participation when teaching and learning activities, students are less enthusiastic about the delivery of teaching materials conducted by teachers (models / methods do not vary), student motivation in learning is still low. Learning objectives can be in the form of an increase in mastery of concepts and an increase in student learning activities or an increase in other potential students have. The application of the TGT Cooperative Learning Model (Times Games Tournament) is expected to be a solution for solving passive learning problems. The results showed: students' mastery of concepts increased after applying the TGT model, this can be evidenced by the difference in the pre-test average value of 40.8 and the post-test average value of 74.3. In addition there are differences in the mastery of the concept of the experimental class and the control class. Measurement of learning activities of control class students get the highest value on the listening activities indicator while in the experimental class the highest indicator leads to emotional activities. The implementation of the TGT (Teams Games Tournament) cooperative learning model to improve the mastery of concepts and student learning activities as a whole can be carried out well and can facilitate learning activities. The application of the TGT cooperative learning model gets a positive response from students \n ","PeriodicalId":199738,"journal":{"name":"SINAU : Jurnal Ilmu Pendidikan dan Humaniora","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"PENINGKATAN PENGUASAAN KONSEP DAN AKTIVITAS BELAJAR SISWA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE TGT (TIMES GAMES TOURNAMENT) PADA MATERI SISTEM SARAF DI SMA YABUJAH INDRAMAYU TAHUN 2020/2021\",\"authors\":\"Nur Isnaeni\",\"doi\":\"10.37842/sinau.v8i2.99\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The reality in the field shows that student learning activities are still low, low learning activities can affect the mastery of student concepts, low student participation when teaching and learning activities, students are less enthusiastic about the delivery of teaching materials conducted by teachers (models / methods do not vary), student motivation in learning is still low. Learning objectives can be in the form of an increase in mastery of concepts and an increase in student learning activities or an increase in other potential students have. The application of the TGT Cooperative Learning Model (Times Games Tournament) is expected to be a solution for solving passive learning problems. The results showed: students' mastery of concepts increased after applying the TGT model, this can be evidenced by the difference in the pre-test average value of 40.8 and the post-test average value of 74.3. In addition there are differences in the mastery of the concept of the experimental class and the control class. Measurement of learning activities of control class students get the highest value on the listening activities indicator while in the experimental class the highest indicator leads to emotional activities. The implementation of the TGT (Teams Games Tournament) cooperative learning model to improve the mastery of concepts and student learning activities as a whole can be carried out well and can facilitate learning activities. The application of the TGT cooperative learning model gets a positive response from students \\n \",\"PeriodicalId\":199738,\"journal\":{\"name\":\"SINAU : Jurnal Ilmu Pendidikan dan Humaniora\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SINAU : Jurnal Ilmu Pendidikan dan Humaniora\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.37842/sinau.v8i2.99\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SINAU : Jurnal Ilmu Pendidikan dan Humaniora","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37842/sinau.v8i2.99","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
实地的实际情况表明,学生的学习活动仍然很低,低的学习活动会影响学生对概念的掌握,学生在教学和学习活动中的参与度很低,学生对教师所进行的教材传递的热情不高(模式/方法不变),学生的学习动机仍然很低。学习目标的形式可以是增加对概念的掌握,增加学生的学习活动,或者增加学生的其他潜力。TGT合作学习模式(时代游戏锦标赛)的应用有望成为解决被动学习问题的解决方案。结果表明:运用TGT模型后,学生对概念的掌握程度有所提高,测前平均值为40.8,测后平均值为74.3。此外,实验班与对照班对概念的掌握程度也存在差异。在学习活动测量中,控制班学生在听力活动指标上得分最高,而实验班学生在情感活动指标上得分最高。实施TGT (Teams Games Tournament)合作学习模式,提高学生对概念的掌握程度,使学生的学习活动从整体上得到很好的开展,能够促进学习活动的开展。TGT合作学习模式的应用得到了学生的积极响应
PENINGKATAN PENGUASAAN KONSEP DAN AKTIVITAS BELAJAR SISWA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE TGT (TIMES GAMES TOURNAMENT) PADA MATERI SISTEM SARAF DI SMA YABUJAH INDRAMAYU TAHUN 2020/2021
The reality in the field shows that student learning activities are still low, low learning activities can affect the mastery of student concepts, low student participation when teaching and learning activities, students are less enthusiastic about the delivery of teaching materials conducted by teachers (models / methods do not vary), student motivation in learning is still low. Learning objectives can be in the form of an increase in mastery of concepts and an increase in student learning activities or an increase in other potential students have. The application of the TGT Cooperative Learning Model (Times Games Tournament) is expected to be a solution for solving passive learning problems. The results showed: students' mastery of concepts increased after applying the TGT model, this can be evidenced by the difference in the pre-test average value of 40.8 and the post-test average value of 74.3. In addition there are differences in the mastery of the concept of the experimental class and the control class. Measurement of learning activities of control class students get the highest value on the listening activities indicator while in the experimental class the highest indicator leads to emotional activities. The implementation of the TGT (Teams Games Tournament) cooperative learning model to improve the mastery of concepts and student learning activities as a whole can be carried out well and can facilitate learning activities. The application of the TGT cooperative learning model gets a positive response from students