利用团队游戏竞赛(TGT)合作学习模式提高棉兰第三中学(SMAN 3)X9 班学生学习印尼历史的兴趣

Melinda Febriani, A. H. Nasution, Masniar Sihotang
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引用次数: 0

摘要

本研究的目的是在 2023/2024 学年,在棉兰 SMAN 3 中学 X9 班学生中采用团队游戏比赛型合作学习模式,提高学生的学习兴趣。本研究中所指的学习兴趣是指学生在身体和心理上的积极参与程度。这类研究属于课堂行动研究(PTK),教师是学习的实施者,而研究者是观察者。这种研究设计采用的是 Kemmis 和 Mc 模式。塔格特本研究在 2023/2024 学年的偶数学期,即三月份进行。研究对象是棉兰 SMAN 3 的 X9 班学生,共 36 人。研究对象是学生的学习兴趣。数据收集技术采用观察和访谈。对数据进行描述性分析,并以表格和图表的形式呈现。研究结果表明,学生的学习积极性有所提高,第一周期为 71.64%(良好),第二周期提高到 83.42%(非常好)。这意味着提高了 11.78%。因此,在印尼历史学科中使用团队游戏比赛型合作学习模式,可以提高棉兰第三中学 X9 班学生的学习兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Peningkatan Minat Belajar Sejarah Indonesia Menggunakan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Pada Peserta Didik Kelas X9 SMAN 3 Medan
This research aims to increase students' interest in learning using the Teams Games Tournament type cooperative learning model in class X9 students at SMAN 3 Medan for the 2023/2024 academic year. The learning interest referred to in this research is measuring students' active participation both physically and mentally. This type of research is Classroom Action Research (PTK), where the teacher is the implementer of the learning while the researcher is the observer. This research design uses the Kemmis and Mc model. Taggart. This research was carried out in the even semester of the 2023/2024 academic year, namely in March. The research subjects were class X9 students at SMAN 3 Medan, consisting of 36 students. The object of research is students' learning interest. Data collection techniques use observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The research results showed an increase in students' learning activeness, namely in cycle I it was 71.64% (good category), then in cycle II it increased to 83.42% (very good category). This means an increase of 11.78%. Thus, the use of the Teams Games Tournament type cooperative learning model in the Indonesian History subject can increase the learning interest of class X9 students at SMAN 3 Medan.
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