通过在棉兰 SMA Negeri 3 高中 X-12 班应用团队游戏竞赛 (TGT) 学习填字游戏媒体,提高学生对历史课的兴趣和学习积极性

Marta Rebekka Tampubolon, A. H. Nasution, Masniar Sihotang
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摘要

本研究旨在通过在棉兰市立中学(SMA Negeri 3 Medan)X-12班利用填字游戏开展团队游戏竞赛(TGT)学习,提高学生对历史学科的主动学习能力。本研究采用的方法是课堂行动研究(CAR),研究对象为 36 名学生。本研究采用的指标是教师使用和应用研究媒体和方法的能力,以及实施填字游戏学习后的结果。同时,数据收集的技术是基于观察的观察技术、问卷调查和记录技术。研究结果表明,在第一周期,由于传统学习策略的影响,学生的学习兴趣和积极性趋于低/低水平,其中学生的学习兴趣比例为69.72%。与此同时,在第二周期,学生学习历史的兴趣上升到 81.38%。其中,学生学习历史课的兴趣提高了 11.66%。通过团队游戏比赛(TGT)模式,将填字游戏媒体应用于历史学习中,可以很好地刺激和激发学生的学习活动,如听力活动、写作活动、动作活动和情感活动。在这个游戏中,小组或团队的形成鼓励了学生的积极性,使他们能够快速合作,因为他们必须与其他小组竞争。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Meningkatkan Minat dan Keaktifan Belajar Peserta Didik Pada Pelajaran Sejarah Melalui Penerapan Pembelajaran Teams Games Tournament (TGT) dengan Media Teka-Teki Silang di Kelas X-12 SMA Negeri 3 Medan
This research aims to increase students' active learning in the subject of History through the implementation of Teams Games Tournament (TGT) learning using crossword puzzles in class X-12 at SMA Negeri 3 Medan. The method used in this research is Classroom Action Research (CAR) with a target of 36 students. The indicators used in this research are the teacher's ability to use and apply research media and methods, as well as the results after implementing learning using crossword puzzles. Meanwhile, the techniques used for data collection are observation techniques based on observations, questionnaires and documentation techniques. The results of this research show that in cycle 1, students' learning interest and activeness tend to be low/low due to conventional learning strategies, where students' learning interest shows a percentage of 69.72%. Meanwhile, in cycle 2, students' interest in learning history increased to 81.38%. In this case, students' interest in learning history lessons increased by 11.66%. The application of Crossword Puzzle media in History learning through the Teams Games Tournament (TGT) model can provide good stimulation and stimulus to increase students' learning activity such as listening activity, writing activity, movement activity and emotional activity. The formation of groups or teams in this game encourages activeness to be able to work together quickly because they have to compete with other groups.
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