通过技术游戏学习模式为大通初三城市六年级学生增加学生学习活动

Nur Sri Widyastuti, Suprapti Suprapti
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引用次数: 0

摘要

本研究旨在运用团队游戏锦标赛(TGT)学习模式,提高学生在专题社会研究学习中的学习积极性。本研究的重点是提高学生在社会学学习中的学习积极性。本研究是一个课堂行动研究(CAR),遵循Kemmis和Taggart模型的阶段。研究对象为2019/2020学年B SD N Kotagede 3班学生,共30名。数据收集采用观察法、实地记录法和问卷调查法。本研究成功的标准是通过学生的活跃程度来衡量,最低百分比为70%。结果表明,TGT学习模式能够提高学生在社会学科学习中的学习效果。消极情绪从行动前的50%增加到60%,增加了10%,就证明了这一点。而在第1周期到第2周期,则增加了17%到77%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PENINGKATAN KEAKTIFAN BELAJAR SISWA MELALUI MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) BAGI SISWA KELAS VI SD NEGERI KOTAGEDE 3
The purpose of this study was to increase student learning activeness in thematic social studies learning by using the Team Game Tournament (TGT) learning model in class VI B SD Negeri Kotagede 3. The focus of this study was to increase student learning activeness in social studies learning. This research is a Classroom Action Research (CAR), which follows the stages of the Kemmis and Taggart Model. The research subjects were all students of class VI B SD N Kotagede 3 in the 2019/2020 academic year which consisted of 30 students. The data collection techniques used were observation, field notes, and questionnaires. The criterion for the success of this study is measured by the amount of student activeness with a minimum percentage acquisition of 70%. The results showed that the TGT learning model could increase student learning in social studies learning. This is evidenced by an increase in negativity from 50% before the action to 60% with an increase of 10%. Whereas in cycle 1 to cycle 2 there was an increase of 17% to 77%.
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