Penerapan TGT Menggunakan Educaplay dalam Upaya Meningkatakan Hasil Belajar Bahasa Indonesia Pada Siswa Kelas VI SD

This study consists of four stages, namely 1) action planning such as preparing all the instruments needed in the study, 2) implementing the Teams Games Tournament (TGT) learning model, 3) observation and evaluation, and 4) reflection carried out in each cycle. The application is the Team Game Tournament model by utilizing the Educaplay platform. Activating students and helping them specifically discuss the Application of the Teams Game Tournament type cooperative learning model to solve questions individually. The research method used is classroom action research (CAR). Classroom action research is a form of structured scientific study, with implementations that can be observed, felt, and experienced by using various actions to improve the learning process and outcomes (Ramadhan, 2022). This research was conducted in semester I. The determination of the research time refers to the academic calendar VI of SDN Dukuh Kupang 1. The subjects of this study were grade IV students consisting of 12 female students and 15 male students. The object of this study is the learning motivation and speaking skills of students in the Indonesian language subject through the application of the Teams Games Tournament learning model. The research data shows that the percentage of learning outcome completion continues to increase from pre-cycle, cycle I, to cycle II. This can be seen from the results of data analysis, where the student completion value at the pre-cycle stage is 57%, in cycle I is 71%, and in cycle II reaches 94%. In cycle II, students are already actively involved in learning.

Authors

Institutions

Publication Details

Journal
Journal of Science and Education Research
Published
2025-02-01
DOI
https://doi.org/10.62759/jser.v4i1.146
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
3.25
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Penerapan TGT Menggunakan Educaplay dalam Upaya Meningkatakan Hasil Belajar Bahasa Indonesia Pada Siswa Kelas VI SD

Edi Santoso, Reza Syehma Bahtiar, Deonety Aprillia
1 citations
Journal of Science and Education Research
Educational Methods and Media Use
3.25
article

Penerapan TGT Menggunakan Educaplay dalam Upaya Meningkatakan Hasil Belajar Bahasa Indonesia Pada Siswa Kelas VI SD

Edi Santoso, Reza Syehma Bahtiar, Deonety Aprillia
article en
1 citations

Abstract

This study consists of four stages, namely 1) action planning such as preparing all the instruments needed in the study, 2) implementing the Teams Games Tournament (TGT) learning model, 3) observation and evaluation, and 4) reflection carried out in each cycle. The application is the Team Game Tournament model by utilizing the Educaplay platform. Activating students and helping them specifically discuss the Application of the Teams Game Tournament type cooperative learning model to solve questions individually. The research method used is classroom action research (CAR). Classroom action research is a form of structured scientific study, with implementations that can be observed, felt, and experienced by using various actions to improve the learning process and outcomes (Ramadhan, 2022). This research was conducted in semester I. The determination of the research time refers to the academic calendar VI of SDN Dukuh Kupang 1. The subjects of this study were grade IV students consisting of 12 female students and 15 male students. The object of this study is the learning motivation and speaking skills of students in the Indonesian language subject through the application of the Teams Games Tournament learning model. The research data shows that the percentage of learning outcome completion continues to increase from pre-cycle, cycle I, to cycle II. This can be seen from the results of data analysis, where the student completion value at the pre-cycle stage is 57%, in cycle I is 71%, and in cycle II reaches 94%. In cycle II, students are already actively involved in learning.

Journal of Science and Education ResearchVol. 4(1)
Universitas Wijaya Kusuma Surabaya (ID)
Quality Education
Openalex Percentile: Top 11%
Educational Methods and Media Use
3.25
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.