团队游戏锦标赛(TGT)模式在班达亚齐SMKN 2提高学生成果学习中的实施

Dasuki Dasuki
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引用次数: 0

摘要

研究的过程是计划、行动、观察和反思。结果表明,运用团队游戏竞赛(TGT)模式进行学习可以提高学生的成果学习。从第一轮会议1的结果可以看出,认知方面的平均值为6.64分,精神运动方面的平均值为6.48分,情感方面的平均值为C分,经典完分率仅为28%。在第二次会议中,认知方面的平均分为6.96分,精神运动方面为6.8分,情感方面为C分,学习完整性得分为44%。周期II满足认知方面1 7.36,精神运动方面7.12,情感方面B,完成学习得分为64%。第二次达到认知方面7.6分,精神运动方面7.28分,情感方面B分,经典完分率为76%。学习过程具有很强的互动性,可以作为教师的参考,在课堂上实施,使学习气氛更加有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Implementation of Teams Games Tournament (TGT) Model on Increase Students’ Outcomes Learning at SMKN 2 Banda Aceh
The purpose of this study was to determine the application of new theories regarding the application of the Teams Games Tournament (TGT) model in studying environmental concepts in the implementation of building construction whether or not it can increase the outcomes learning of students in class XI-TKGSP SMK Negeri 2 Banda Aceh or not. The subjects of this study were students of class XI TKGSP SMK Negeri 2 Banda Aceh, totaling 25 students consisting of 2 women and 23 men. The research procedure is planning, action, observation, and reflection. The results showed that the application of learning with the Teams Games Tournament (TGT) model can increase students' outcomes learning. This is indicated by the results in the first cycle of meeting 1 the average value of the cognitive aspect is 6.64, the psychomotor aspect is 6.48, and the affective aspect is C with a classically complete score obtained only 28%. In the second meeting, the average value of cognitive aspects was 6.96, psychomotor was 6.8, and affective aspects were C with a learning completeness score of 44%. Cycle II meeting 1 cognitive aspect 7.36, psychomotor aspect 7.12, and affective aspect B with a complete learning score of 64%. The second meeting of cognitive aspects 7.6, psychomotor aspects 7.28, and affective aspects B with a classically complete score obtained by 76%. Learning runs very interactively and can be used as a reference for teachers to be implemented in the classroom so that the learning atmosphere is more fun.
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