Rianmizar Safa'at, - and Deni Kurniawan, - and Lucia Ekawati Ikanubun, - (2025) EFEKTIVITAS PENERAPAN TEAMS GAMES TOURNAMENT BERBANTUAN WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR RANAH KOGNITIF SISWA KELAS VIII PADA MATA PELAJARAN BAHASA INDONESIA. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Teknologi yang berkembang pesat dapat mempengaruhi sektor pendidikan yaitu pada pembelajaran yang dapat meningkatkan keterlibatan proses dan hasil belajar siswa. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa pada mata Pelajaran Bahasa Indonesia kelas VIII di SMPN 1 Selaawi. Salah satu upaya yang dapat dilakukan untuk meningkatkan hasil belajar siswa yaitu melalui penggunaan model pembelajaran berbantuan wordwall. Penerapan teams games tournament berbantuan wordwall menjadi solusi yang diberikan dalam upaya meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa khususnya ranah kognitif pada aspek memahami (C2), menerapkan (C3) dan menganalisis (C4). Populasi penelitian ini yaitu kelas VIII dengan sampel penelitian ini sebanyak 36 siswa kelas VIII-A SMPN 1 Selaawi. Metode penelitian yang digunakan yaitu quasi eksperiment dengan desain times series design. Hasil belajar diukur dengan instrumen tes dengan jenis pilihan ganda. Temuan penelitian menunjukan penerapan teams games tournament berbantuan wordwall 1) dapat meningkatkan hasil belajar ranah kognitif aspek memahami (C2) segara signifikan; 2) dapat meningkatkan hasil belajar ranah kognitif aspek menerapkan (C3) secara signfika; 3) dapat meningkatkan hasil belajar ranah kognitif aspek menganalisis (C4) secara signfikan. Penelitian ini memberikan kontribusi dalam inovasi pembelajaran yang menunjukan bahwa integrasi teknologi dan model pembelajaran dapat meningkatkan hasil belajar siswa ranah kognitif khususnya pada mata pelajaran Bahasa Indonesia kelas VIII di SMPN 1 Selaawi. The rapid development of technology can influence the education sector, particularly in learning, by enhancing student engagement in the learning process and improving learning outcomes. This study is motivated by the low learning outcomes of eighth-grade students in the Science subject at SMPN 29 Bandung. One of the efforts to improve student learning outcomes is through the use of learning models. The flipped classroom model, with the aid of technology, can enhance student participation in learning and improve outcomes. This study focuses on improving student learning outcomes in the Indonesian Language subject for eighth-grade students at SMPN 1 Selaawi. One strategy to improve learning outcomes is by using the Wordwall-assisted learning model. The application of the Teams Games Tournament (TGT) model assisted by Wordwall is presented as a solution to enhance student learning outcomes. This research aims to improve student learning outcomes, particularly in the cognitive domain, in aspects of understanding (C2), applying (C3), and analyzing (C4). The population of this research consists of eighth-grade students, with a sample size of 36 students from class VIII-A of SMPN 1 Selaawi. The research method used is a quasi-experiment with a time series design. Learning outcomes were measured using a multiple-choice test instrument. The findings of the study show that the application of Teams Games Tournament assisted by Wordwall: 1) significantly improves cognitive domain learning outcomes in the aspect of understanding (C2); 2) significantly enhances cognitive domain learning outcomes in the aspect of applying (C3); 3) significantly improves cognitive domain learning outcomes in the aspect of analyzing (C4). This research contributes to educational innovations, showing that the integration of technology and learning models can enhance student learning outcomes, particularly in the cognitive domain in the Indonesian Language subject for eighth-grade students at SMPN 1 Selaawi.
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Item Type: | Thesis (S1) |
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Additional Information: | SINTA ID DOSEN PEMBIMBING Deni Kurniawan: 5995718 Lucia Ekawati Ikanubun: 6935771 |
Uncontrolled Keywords: | Hasil Belajar, Model Pembelajaran, Ranah Kognitif, Teams Games Tournament, Wordwall Cognitive Domain, Learning Model, Learning Outcomes, Teams Games Tournament, Wordwall |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools P Language and Literature > P Philology. Linguistics |
Divisions: | Fakultas Ilmu Pendidikan > Teknologi Pendidikan |
Depositing User: | Rianmizar Safa'at |
Date Deposited: | 15 Sep 2025 08:57 |
Last Modified: | 15 Sep 2025 08:57 |
URI: | http://repository.upi.edu/id/eprint/139314 |
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