PENGARUH MODEL TGT BERBANTU MEDIA GIMKIT TERHADAP KEAKTIFAN BELAJAR SISWA DI SEKOLAH DASAR

Sonya Iklima Maulida, Iis Nurasiah, Arsyi Rizqia Amalia

Abstract


This study aims to examine the effect of the Team Games Tournament (TGT) model assisted by Gimkit media on students’ learning engagement. The research employed an experimental method involving all third-grade students at SDN Karang Tengah, with a total population of 50 students—25 from class III A and 25 from class III B. Data collection was conducted using student learning activity observation sheets, while data analysis techniques included normality tests, homogeneity tests, and hypothesis testing. The results showed that both classes experienced improvement, with the average pre-test score in the control class being 51.5 and in the experimental class 49.9. The average post-test score in the control class was 58.9, while the experimental class reached 73.83. Although both groups showed improvement in student learning engagement, the experimental class demonstrated a higher level of engagement achievement compared to the control class. This was confirmed through the independent samples test, which yielded a Sig. (2-tailed) value of <0.001, which is less than the significance level of 0.05. This indicates that the use of the TGT model assisted by Gimkit media has a significant effect on increasing students’ learning engagement.

Full Text:

PDF

References


Anggraeni, N. (2019). Pengaruh Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament Berbantuan Ludo Terhadap Motivasi Belajar Matematika Siswa (Studi Eksperimen di Kelas VII SMP Negeri 1 Lemahabang Cirebon). 1(1).

Brillian, I., Budyartati, S., & Yanto, E. N. A. (2024). Pengaruh Penggunaan Media Pembelajaran Gimkit sebagai Gamefikasi Terhadap Pembelajaran Bahasa Indonesia di Kelas 5 Sekolah Dasar.

Farida Payon, F., Andrian, D., & Mardikarini, S. (2021). Faktor yang Mempengaruhi Keaktifan Belajar Peserta Didik Kelas III SD. Jurnal Ilmiah Kontekstual, 2(02), 53–60. https://doi.org/10.46772/kontekstual.v2i02.397.

Gabriela, N. D. P. (2024). Peningkatan Keaktifanbelajarpeserta Didik Pada Pembelajaran Matematika Kelas 1 Sekolah Dasar Menggunakanmodel Pembelajaran TGT. Pendas: Jurnal Ilmiah Pendidikan Dasar, 09.

Machali, I. (2021). Metode Penelitian Kuantitatif Panduan Praktis Merencanakan, Melaksanakan Dan Analisis Dalam Penelitian Kuantitatif.

Muhajarah, K., & Rachmawati, F. (2019). Game Edukasi berbasis Android: Urgensi Penggunaan, Pengembangan dan Penguji Kelayakan. Justek : Jurnal Sains dan Teknologi, 2(2),29. https://doi.org/10.31764/justek.v2i2.3733.

Ningsih, P. R., Hidayat, A., & Kusairi, S. (2018). Penerapan Problem Based Learning untuk Meningkatkan Kemampuan Berpikir Kritis dan Hasil Belajar Siswa Kelas III.

Nurasiah, I., Rachmawati, N., Supena, A., & Yufiarti, Y. (2022). Literatur Riview: Model Pembelajaran Brain Based Learning di Sekolah Dasar. Jurnal Basicedu, 6(3), 3991– 4003. https://doi.org/10.31004/basicedu.v6i3.2768.

Nurfatimah, N., Hamdian Affandi, L., & Syahrul Jiwandono, I. (2020). Analisis Keaktifan Belajar Siswa kelas Tinggi di SDN 07 Sila pada Masa Pandemi Covid-19. Jurnal Ilmiah Profesi Pendidikan, 5(2), 145–154. https://doi.org/10.29303/jipp.v5i2.130.

Puspita Sari, A. S., Amalia, A. R., & Sutisnawati, A. (2022). Upaya Meningkatkan Keaktifan Belajar Siswa dalam Pembelajaran Matematika Menggunakan Media Rainbow Board di Sekolah Dasar. Jurnal Cendekia : Jurnal Pendidikan Matematika, 6(3), 3251–3265. https://doi.org/10.31004/cendekia.v6i3.1687.

Ristyanti, A., & Widiyono, A. (2024). Model Teams Games Tournament (TGT) Berbasis Kahoot terhadap Motivasi Belajar Siswa Sekolah Dasar. 5.

Rusman. (2016). Model-model pembelajaran:Mengembangkan Profesionalisme Guru. RajaGrafindo Persada.

Septyana, R., Nuzula, S. F., & Gusanti, Y. (2024). Peningkatan Asesmen Formatif Melalui Pemanfaatan Media Gamifikasi Gimkit Terhadap Hasil Belajar Peserta Didik Smpn 24 Malang. Jurnal Integrasi dan Harmoni Inovatif Ilmu-Ilmu Sosial, 4(4), 7. https://doi.org/10.17977/um 063v4i4p7.

Siti Luthfiyah Mawaddah. (2023). Studi Literatur Pemanfaatan Teknologi Pada Proses Pengajaran Kurikulum Merdeka. Jurnal Motivasi Pendidikan dan Bahasa, 1(4), 74–81. https://doi.org/10.59581/jmp b-widyakarya.v1i4.1923

Sugiyono. (2019). Metode Penelitian Kuantitatif, kualitatif, R&D. Alfabeta Bandung.

Thalita, A. R., Fitriyani, A. D., & Nuryani, P. (2019). Penerapan Model Pembelajaran Tgt Untuk Meningkatkan Keaktifan Belajar Siswa Kelas Iv.

Wibowo, N. (2016). Upaya Peningkatan Keaktifan Siswa Melalui Pembelajaran Berdasarkan Gaya Belajar Di Smk Negeri 1 Saptosari. Elinvo (Electronics, Informatics, and Vocational Education), 1(2), 128–139. https://doi.org/10.21831/elinvo.v1i2.10621

Yanti, N. H., Nuvitalia, D., Miyono, N., & Rizkiyati, N. (2023). Analisis Keaktifan Belajar Siswa Sekolah Dasar menggunakan Aplikasi Wordwall. Ideguru: Jurnal Karya Ilmiah Guru, 8(3), 634–638. https://doi.org/10.51169/ideguru.v8i3.667




DOI: https://doi.org/10.31932/jpdp.v11i1.4448

Article Metrics

Abstract view : 651 times
PDF - 366 times

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.