Penerapan Model Teams Games Tournament Berbasis Lesson Study Untuk Meningkatkan Hasil Belajar Siswa Kelas IV B Di SDN 032 Tarakan | ELECTRONIC THESES AND DISSERTATION
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Penerapan Model Teams Games Tournament Berbasis Lesson Study Untuk Meningkatkan Hasil Belajar Siswa Kelas IV B Di SDN 032 Tarakan

Pengarang : Herniwati - Personal Name;

Perpustakaan UBT : Universitas Borneo Tarakan., 2022
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Abstract

Permasalahan dalam penelitian ini adalah rendahnya hasil belajar siswa kelas IV B SDN 032 Tarakan dikarenakan minimnya penggunaan model pembelajaran yang menarik. Tujuan penelitian ini adalah untuk meningkatkan hasil belajar siswa kelas IV B SDN 032 Tarakan melalui penerapan model Teams Games Tournament Berbasis Lesson Study. Langkah model teams games tournament meliputi penyajian kelas, belajar dalam kelompok, permainan, pertandingan dan penghargaan kelompok. Jenis penelitian ini merupakan penelitian tindakan kelas dengan subjek penelitian yaitu siswa kelas IV B SDN 032 Tarakan berjumlah 17 orang dan objek penelitian yaitu hasil belajar siswa. Instrument pengumpulan data menggunakan lembar observasi, lembar wawancara dan dokumentasi. Teknik analisis data menggunakan analisis kualitatif yang meliputi 3 tahapan yaitu Reduksi data, Penyajian data, Penarikan kesimpulan. Hasil penelitian menunjukkan bahwa terjadi peningkatan hasil belajar siswa kelas IV B SDN 032 Tarakan setelah diterapkannya model pembelajaran Teams Games Tournament berbasis lesson study. Berdasarkan indikator keberhasilan yang ingin dicapai persentase nilai aspek kognitif siswa mencapai 70% dari nilai KKM, aspek persentase afektif dan psikomotor siswa yaitu 75%. Data yang telah dikumpulkan menunjukkan bahwa presentase kognitif hasil belajar siswa pada lembar kerja siswa (LKS) siklus I sebesar 46,66% dan meningkat menjadi 100% pada lembar kerja siswa (LKS) siklus II. Selain itu di peroleh data pada penilaian afektif dan psikomotor siswa juga mengalami peningkatan. Pada siklus I presentase penilaian afektif siswa sebesar 91,99% dan meningkat kembali menjadi 94,66% pada siklus II, sedangkan persentase aspek psikomotor siswa pada siklus I sebesar 67,11% dan meningkat menjadi 83,11% pada siklus II.

Kata Kunci: Penerapan, Model Teams Games Tournament (TGT) Berbasis Lesson Study, Hasil Belajar

The problem in this study is the low learning outcomes of class IV B students at SDN 032 Tarakan due to the lack of use of interesting learning models. The purpose of this study was to improve the learning outcomes of class IV B students at SDN 032 Tarakan through the application of the Teams Games Tournament model based on Lesson Study. The steps of the teams games tournament model include class presentations, study in groups, games, group matches and awards. This type of research is classroom action research with the research subject being class IV B students at SDN 032 Tarakan totaling 17 people and the object of research is student learning outcomes. The data collection instrument used observation sheets, interview sheets and documentation. The data analysis technique uses qualitative analysis which includes 3 stages, namely data reduction, data presentation, and conclusion drawing. The results showed that there was an increase in student learning outcomes for class IV B SDN 032 Tarakan after the implementation of the Teams Games Tournament learning model based on lesson study. Based on the indicators of success to be achieved, the percentage of students' cognitive aspect scores reaches 70% of the KKM score, the percentage of students' affective and psychomotor aspects is 75%. The data that has been collected shows that the cognitive percentage of student learning outcomes on student worksheets (LKS) cycle I is 46.66% and increases to 100% on student worksheets (LKS) cycle II. In addition, the data obtained on the affective and psychomotor assessment of students also experienced an increase. In the first cycle the percentage of students' affective assessment was 91.99% and increased again to 94.66% in the second cycle, while the percentage of students' psychomotor aspects in the first cycle was 67.11% and increased to 83.11% in the second cycle. Keywords: Implementation, Teams Games Tournament (TGT) Model Based on Lesson Study, Learning Outcomes

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