TGT学习模式和Quizizz的实施,以提高叙利亚SDN 23小学三年级学生的数学成绩

YASIN Pub Date : 2023-10-24 DOI:10.58578/yasin.v3i5.1959
Reta Yunita, Joni Rokhmat, A. Hegar Triapuri
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引用次数: 0

摘要

这项研究的题目是:“TGT学习模式和Quizizz媒体的实施提高了SDN 23 Ampenan三年级学生的数学学习成果”。本研究的目的在于透过团队游戏竞赛式学习模式,改善学生在数学课堂上的角度学习效果。本研究使用的方法是行动研究,行动研究由2(2)个周期组成,每个周期包括:计划,实施,观察和反思。基于行动研究的结果,团队游戏竞赛式学习模式可以提高SDN - 23安培南小学三年级学生的数学学习成果。此外,研究者建议:(1)遇到相同困难的教师可以应用团队游戏竞赛式学习模式来改善三年级学生的数学学习成果。(2)为了获得最大的效果,教师应该更好地理解团队游戏比赛学习模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementasi Model Pembelajaran TGT dan Media Quizizz untuk Meningkatkan Hasil Belajar Matematika pada Siswa Kelas 3 di SDN 23 Ampenan
This research is entitled: "Implementation of the TGT Learning Model and Quizizz Media to Improve Mathematics Learning Outcomes for Grade 3 Students at SDN 23 Ampenan". The aim of this research is to improve learning outcomes in mathematics lessons regarding angles through the Teams Games Tournaments type learning model for students in Class III SDN 23 Ampenan. The method used in this research is Action Research which consists of 2 (two) cycles, and each cycle consists of: Planning, Implementation, Observation and reflection. Based on the results of action research, the Teams Games Tournaments Type Learning Model can improve the Mathematics Learning Outcomes of Class III students at SDN 23 Ampenan. Furthermore, the researcher recommends: (1) Teachers who experience the same difficulties can apply the Teams Games Tournaments Type Learning Model to improve the Mathematics Learning Outcomes of Class III students. (2) In order to get maximum results, teachers are expected to better understand the Teams Games Tournaments Learning Model.
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