PENINGKATAN HASIL BELAJAR SISWA MELALUI PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT PADA MATA PELAJARAN IPAS: Penelitian Tindakan Kelas di Kelas IV SDN Mekarwangi 01 Kecamatan Cikarang Barat Kabupaten Bekasi

Fitria Hermawan, - (2024) PENINGKATAN HASIL BELAJAR SISWA MELALUI PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT PADA MATA PELAJARAN IPAS: Penelitian Tindakan Kelas di Kelas IV SDN Mekarwangi 01 Kecamatan Cikarang Barat Kabupaten Bekasi. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini didasari dengan data pra siklus hasil belajar siswa pada mata pelajaran IPAS kelas IV SDN Mekarwangi 01 yang diduga masih rendah, oleh karena itu Penulis melakukan penelitian tindakan kelas dengan menerapkan model pembelajaran Teams Games Tournament dengan permainan “Harta Karun” yang bertujuan sebagai model pembelajaran untuk meningkatkan aktivitas dan hasil belajar siswa dengan memberikan ruang kepada siswa untuk mengembangkan kemampuannya melalui pemainan turnamen. Penelitian ini menggunakan metode penelitian tindakan kelas dengan desain Kurt Lewin sebanyak dua siklus dengan memuat aspek pendahuluan, pelaksanaan, pengamatan dan refleksi. Instrumen yang digunakan yaitu tes hasil belajar dan observasi aktivitas siswa. Subjek Penelitian ini yaitu siswa kelas IV SDN Mekarwangi 01, yang berjumlah 43 siswa. Hasil Penelitian menunjukkan peningkatan hasil belajar siswa setelah diterapkannya model Teams Games Tournament dengan permainan “Harta Karun” yang diperoleh dari hasil aktivitas siswa dan hasil belajar siswa. Hasil pada siklus I memperoleh rata-rata 64 dengan presentase keberhasilan 44%. Siklus II memperoleh rata-rata di angka 80 dengan presentase keberhasilan belajar 95%. Berdasarkan hasil akhir pada siklus II bahwa penerapan model Teams Games Tournament dengan permainan “Harta Karun” sesuai dengan target yang diharapkan dapat meningkatkan hasil belajar siswa pada mata pelajaran IPAS. ----- This study is based on pre-cycle data on student learning outcomes in IPAS class IV SDN Mekarwangi 01 which are suspected to be low, therefore researchers conducted classroom action by applying the Teams Games Tournament learning model with a treasure game which aims as a learning model to improve student activity and learning outcomes by providing space for students to develop their abilities through tournament play. This study used a class action research method with a Kurt Lewin design of two cycles containing aspects of introduction, implementation, observation and reflection. The instruments used were learning outcome tests and student activity observations. The subjects of this study were fourth grade students of SDN Mekarwangi 01, totalling 43 students. The results showed an increase in student learning outcomes after the application of the Teams Games Tournament model with a treasure game obtained from the results of student activity and student learning outcomes. The results in cycle I obtained an average of 64 with a success percentage of 44%. Cycle II obtained an average of 80 with a percentage of learning success of 95%. Based on the final results in cycle II, the application of the Teams Games Tournament model with treasure games is in accordance with the expected target, which is to improve student learning outcomes in IPAS subjects.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=list_works&hl=en&user=Xv-lc6kAAAAJ ID SINTA Dosen Pembimbing : D Wahyudin: 5995818 Nurdiansyah: 6801642
Uncontrolled Keywords: Kata Kunci: Hasil belajar dan Teams Games Tournament. Keywords: Learning outcomes and Teams Games Tournament
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
Divisions: UPI Kampus Purwakarta > PGSD UPI Kampus Purwakarta
Depositing User: Fitria Hermawan
Date Deposited: 01 Aug 2024 02:42
Last Modified: 01 Aug 2024 02:42
URI: http://repository.upi.edu/id/eprint/119509

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