应用团队游戏比赛模式和学习视频提高数学学科学生的学习成绩和协作能力 KPK FPB Class IV SD Negeri Kleco 1 Surakarta

Nafa Adliya, M. Novitasari, S. Suryanti
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引用次数: 0

摘要

本研究是一项课堂行动研究,旨在评估实施团队游戏竞赛(TGT)学习模式对提高学习成绩和学生之间合作的影响。本研究于 2023/2024 学年单数学期在苏腊卡尔塔 SDN Kleco 1 学校 IVA 班进行,共有 29 名学生参加。本研究分两个周期进行。本研究的数据收集方法包括测试法、问卷法和文献法。测试法用于确定学生的测试结果。问卷调查法用于观察学生的合作情况。记录方法用于记录学生测试结果数据、观察表和模块。使用的数据分析技术包括定量和定性方法,根据每个周期学生平均学习成绩的提高和学生之间的协作水平来评估研究的成功与否。研究结果表明,在周期前阶段,学生之间的协作取得了 20.68% 的成果,0% 的学生或没有学生能够很好地进行协作。随后,第一周期的学生合作程度有所提高,学习完成率达到 68.9%,28%的学生能够很好地开展合作。第二周期的学习完整性达到了 100%,62% 的学生能够很好地合作。因此,可以得出结论,在学习视频的帮助下使用团队游戏竞赛(TGT)学习模式可以提高学习成绩和学生之间的协作能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Penerapan Model Teams Games Tournament dengan Video Pembelajaran untuk Meningkatkan Prestasi Belajar dan Kolaborasi Peserta Didik pada Mata Pelajaran Matematika Materi KPK FPB Kelas IV SD Negeri Kleco 1 Surakarta
This research is a classroom action research that aims to evaluate the impact of implementing the Team Games Tournament (TGT) learning model on increasing learning achievement and collaboration between students. This research was carried out in class IVA at SDN Kleco 1 Surakarta in the odd semester of the 2023/2024 academic year with a total of 29 students. This research was conducted in two cycles. The data collection methods in this research are test, questionnaire and documentation methods. The test method is used to determine student test results. The questionnaire method is used to observe student collaboration. Documentation method for student test result data, observation sheets and modules. The data analysis techniques used include quantitative and qualitative approaches, by assessing the success of the research based on the increase in average learning achievement and the level of collaboration between students in each cycle. The results of the research showed that student collaboration at the pre-cycle stage achieved results of 20.68% with 0% of students or none being able to collaborate very well. Then the first cycle experienced an increase, namely obtaining learning completeness of 68.9% with 28 % of students are able to collaborate very well. Cycle II achieved 100% learning completeness with 62% of students able to collaborate very well. Therefore, it can be concluded that using the Team Games Tournament (TGT) learning model with the help of learning videos can improve learning achievement and collaboration between students.
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