CD Skripsi
Penerapan Model Pembelajaran Kooperatif Team Games Tournament Berbantuan Media Baamboozle Game Untuk Meningkatkan Hasil Belajar Kognitif Siswa Kelas Viii Smp
Education is a crucial pillar in nation-building, as it not only imparts knowledge but also instills values and ethics. In Indonesia, education aims to enhance the intellectual life of the nation. A high-quality education system is essential for producing a competent generation ready to compete globally. One of the challenges in education is the lack of student interest in learning, especially in Science subjects, which are often perceived as boring and difficult to understand. This issue arises due to students' difficulty in connecting abstract concepts with real-life situations. The use of appropriate learning media, such as teaching aids, can enhance the effectiveness and efficiency of the learning process. One method that can be utilized is the cooperative learning model Team Games Tournament (TGT), which encourages collaboration among students and motivates them through games. The use of game-based media, such as Baamboozle, can make learning more interactive and engaging, while also improving students' concentration and reasoning skills.
This study aims to evaluate the implementation of the TGT cooperative learning model assisted by Baamboozle games in improving students' cognitive learning outcomes and to determine the differences in cognitive learning outcomes between students using the TGT model with Baamboozle and those using conventional learning methods in the topic of Work and Energy in eighth-grade junior high school students.
This research employs a quantitative approach with a Quasi-Experimental method to examine the effect of the TGT cooperative learning model assisted by Baamboozle on students' cognitive learning outcomes. Two randomly selected classes (an experimental class and a control class) were given different treatments, followed by a post-test to compare their learning outcomes. The population of this study consists of eighth-grade students at SMPN 20 Pekanbaru, from which two classes were randomly selected. The sample used in this study includes Class VIII-1 as the experimental class and Class VIII-3 as the control class. Data collection was conducted through cognitive learning outcome tests in the form of post-tests. The data were analyzed using descriptive and inferential statistical techniques, including normality tests, homogeneity tests, and hypothesis testing using the t-test. The findings of this study are expected to reveal whether there is a significant difference in students' learning outcomes between those using the TGT learning model with Baamboozle and those using conventional learning methods.
Based on the descriptive analysis results, the cognitive learning outcomes of the experimental class, which implemented the TGT cooperative learning model assisted by Baamboozle games, were categorized as good and effective, with an average absorption rate of 74.95. In comparison, the control class, which used conventional learning methods, was categorized as fairly good, with an average absorption rate of 60.00. The inferential analysis conducted using SPSS showed that both classes were normally and homogeneously distributed. Hypothesis testing, also conducted using SPSS, revealed that there was a significant difference in cognitive learning outcomes between the class that applied the TGT cooperative
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learning model with Baamboozle games and the class that used conventional learning methods.
Based on these research findings, it can be concluded that the TGT cooperative learning model assisted by Baamboozle games is effective in improving students' cognitive learning outcomes in the Work and Energy topic for eighth-grade students at SMPN 20 Pekanbaru. The researcher acknowledges certain limitations in this study. Therefore, future researchers are encouraged to explore different subject areas using the TGT cooperative learning model with other educational game-based learning media.
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