PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR
<p>Jenis penelitian yang digunakan adalah penelitian eksperimen. Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran Team Games Tournament (TGT) berbantuan media crossword puzzle terhadap hasil belajar dan mengetahui tanggapan siswa. Populasi pada penelitian ini adalah seluruh sisw...
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doaj-4744efcdec954a3e841c73c25b2bdcd52020-11-24T23:31:07ZengUniversitas Negeri SemarangJurnal Inovasi Pendidikan Kimia1979-05032016-05-011014499PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJARSopiyatun Munawaroh0Murbangun Nuswowati1Eko Budi Susatyo2Jurusan Kimia FMIPA Universitas Negeri Semarang Gedung D6 Lantai 2 Kampus Sekaran Gunungpati Semarang, 50229, Telp. (024)8508035Jurusan Kimia FMIPA Universitas Negeri Semarang Gedung D6 Lantai 2 Kampus Sekaran Gunungpati Semarang, 50229, Telp. (024)8508035Jurusan Kimia FMIPA Universitas Negeri Semarang Gedung D6 Lantai 2 Kampus Sekaran Gunungpati Semarang, 50229, Telp. (024)8508035<p>Jenis penelitian yang digunakan adalah penelitian eksperimen. Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran Team Games Tournament (TGT) berbantuan media crossword puzzle terhadap hasil belajar dan mengetahui tanggapan siswa. Populasi pada penelitian ini adalah seluruh siswa kelas X MIA. Pengambilan sampel secara cluster random sampling yaitu kelas X MIA 2 sebagai kelas kontrol dan X MIA 3 sebagai kelas eksperimen. Berdasarkan hasil uji peerbedaan dua rata-rata hasil belajar yang diperoleh kelas eksperimen 54,73-78,06 dan kelas kontrol 49,65-72,06. Sedangkan uji ketuntasan hasil belajar kelas eksperimen mencapai 87,10% dan kelas kontrol 40,54%. Berdasarkan hasil uji peningkatan hasil belajar kelas eksperimen mencapai 16,30 dan kelas kontrol 12,80. Adapun hasil observasi terhadap aspek sikap diperoleh nilai rata-rata kelas eksperimen 84,21 dan kelas kontrol 82,08. Sedangkan untuk hasil observasi terhadap aspek keterampilan diperoleh rata-rata nilai siswa kelas eksperimen 79,66 dan kelas kontrol 72,70. Berdasarkan hasil angket tanggapan siswa, model pembelajaran Team Games Tournament memperoleh tanggapan positif yaitu siswa merasa senang dan dapat meningkatkan pemahaman pada materi tata nama senyawa. Simpulan dari penelitian ini yaitu model pembelajaran tipe Team Games Tournament berbantuan media crossword puzzle berpengaruh signifikan terhadap hasil belajar dan mendapat tanggapan positif dari siswa.</p><p>This research is experimental research. This study aims to determine the effect of learning Team Games Tournament (TGT) media-aided crossword puzzle on learning outcomes and determine responses that students. The population in this study were all students of X MIA class. The sampling is a cluster random sampling, they are the X MIA 2 class as a control class and X MIA 3 class as the experimental. Based on the test, the results of the difference of two average are 54.73-78.06 for the experimental class and 49.65-72.06 for the control class. While the result of the test is based on the learning completeness are 87.10% for the experimental class and 40.54% for the control class. Based on the learning outcome test, the results are the experimental class reached 16.30 and 12.80 the control class. The observation result of students attitude aspects are 82.07 for the experimental class and 84.21 for the control class. As for the results of the observations of the students skills aspects gained an average value are 73.15 for the experiment class and 80.73 for the control class. Based on the result of the questionnaire for the students responses, that the TGT learning technique get the positive responses that students feel happy and not boring and it can improve the understanding of the nomenclature of compound and material. The conclusions from this research that the type of learning technique, Team Games Tournament media-aided crossword puzzle influences thelearning outcomes significantly and get the positive responses from students.</p>http://journal.unnes.ac.id/nju/index.php/JIPK/article/view/6013learning outcomes, crossword puzzle media, team games tournament model |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Sopiyatun Munawaroh Murbangun Nuswowati Eko Budi Susatyo |
spellingShingle |
Sopiyatun Munawaroh Murbangun Nuswowati Eko Budi Susatyo PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR Jurnal Inovasi Pendidikan Kimia learning outcomes, crossword puzzle media, team games tournament model |
author_facet |
Sopiyatun Munawaroh Murbangun Nuswowati Eko Budi Susatyo |
author_sort |
Sopiyatun Munawaroh |
title |
PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR |
title_short |
PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR |
title_full |
PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR |
title_fullStr |
PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR |
title_full_unstemmed |
PENGARUH PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN CROSSWORD PUZZLE TERHADAP HASIL BELAJAR |
title_sort |
pengaruh pembelajaran team games tournament berbantuan crossword puzzle terhadap hasil belajar |
publisher |
Universitas Negeri Semarang |
series |
Jurnal Inovasi Pendidikan Kimia |
issn |
1979-0503 |
publishDate |
2016-05-01 |
description |
<p>Jenis penelitian yang digunakan adalah penelitian eksperimen. Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran Team Games Tournament (TGT) berbantuan media crossword puzzle terhadap hasil belajar dan mengetahui tanggapan siswa. Populasi pada penelitian ini adalah seluruh siswa kelas X MIA. Pengambilan sampel secara cluster random sampling yaitu kelas X MIA 2 sebagai kelas kontrol dan X MIA 3 sebagai kelas eksperimen. Berdasarkan hasil uji peerbedaan dua rata-rata hasil belajar yang diperoleh kelas eksperimen 54,73-78,06 dan kelas kontrol 49,65-72,06. Sedangkan uji ketuntasan hasil belajar kelas eksperimen mencapai 87,10% dan kelas kontrol 40,54%. Berdasarkan hasil uji peningkatan hasil belajar kelas eksperimen mencapai 16,30 dan kelas kontrol 12,80. Adapun hasil observasi terhadap aspek sikap diperoleh nilai rata-rata kelas eksperimen 84,21 dan kelas kontrol 82,08. Sedangkan untuk hasil observasi terhadap aspek keterampilan diperoleh rata-rata nilai siswa kelas eksperimen 79,66 dan kelas kontrol 72,70. Berdasarkan hasil angket tanggapan siswa, model pembelajaran Team Games Tournament memperoleh tanggapan positif yaitu siswa merasa senang dan dapat meningkatkan pemahaman pada materi tata nama senyawa. Simpulan dari penelitian ini yaitu model pembelajaran tipe Team Games Tournament berbantuan media crossword puzzle berpengaruh signifikan terhadap hasil belajar dan mendapat tanggapan positif dari siswa.</p><p>This research is experimental research. This study aims to determine the effect of learning Team Games Tournament (TGT) media-aided crossword puzzle on learning outcomes and determine responses that students. The population in this study were all students of X MIA class. The sampling is a cluster random sampling, they are the X MIA 2 class as a control class and X MIA 3 class as the experimental. Based on the test, the results of the difference of two average are 54.73-78.06 for the experimental class and 49.65-72.06 for the control class. While the result of the test is based on the learning completeness are 87.10% for the experimental class and 40.54% for the control class. Based on the learning outcome test, the results are the experimental class reached 16.30 and 12.80 the control class. The observation result of students attitude aspects are 82.07 for the experimental class and 84.21 for the control class. As for the results of the observations of the students skills aspects gained an average value are 73.15 for the experiment class and 80.73 for the control class. Based on the result of the questionnaire for the students responses, that the TGT learning technique get the positive responses that students feel happy and not boring and it can improve the understanding of the nomenclature of compound and material. The conclusions from this research that the type of learning technique, Team Games Tournament media-aided crossword puzzle influences thelearning outcomes significantly and get the positive responses from students.</p> |
topic |
learning outcomes, crossword puzzle media, team games tournament model |
url |
http://journal.unnes.ac.id/nju/index.php/JIPK/article/view/6013 |
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