IMPLEMENTATION OF COOPERATIVE LEARNING MODEL WITH TEAMS GAME TOURNAMENT TYPE TO IMPROVE STUDENT'S LEARNING MOTIVATION AND ACCOUNTING LEARNING OUTCOMES OF CLASS XII IPS 2 SMA N 1 DEPOK SLEMAN ACADEMIC YEAR 2022/2023
Ani Widayati, Education Staff of Accounting Education Programme, Yogyakarta State University, Indonesia
Abstract
Abstract: Implementation of Cooperative Learning Model with Teams Game Tournament Type to Improve Student's Learning Motivation and Accounting Learning Outcomes of Class XII IPS 2 SMA N 1 Depok Sleman Academic Year 2022/2023. This study aims to improve the Learning Motivation and Accounting Learning Outcomes of Class XII IPS 2 SMA N 1 Depok Sleman Students in the 2022/2023 Academic Year through the Implementation of Cooperative Learning Model with Teams Games Tournament Type. This type of research is a Classroom Action Research (PTK) which is carried out with 2 cycles. The data analysis used in this research is Quantitative Descriptive. The subjects in this study were Class XII IPS 2 SMA N 1 Depok Sleman Academic Year 2022/2023 which totalled 35 students. Data collection techniques using tests, questionnaires, field notes, and documentation. The results of this study indicate an increase in the average post test score of students' accounting learning outcomes in cycle I of 62.36 increased by 19.79 to 82.14 in cycle II and an increase in the completeness of students' accounting learning outcomes in cycle I by 20% increased by 65.71% to 85.71% in cycle II. In addition, the average student learning motivation questionnaire score in cycle I was 68.93% which increased to 80.88% in cycle 2. Based on these results, it can be concluded that the Implementation of Cooperative Learning with Teams Games Tournament Type can Increase Learning Motivation and Accounting Learning Outcomes of XII IPS 2 SMA N 1 Depok Sleman Academic Year 2022/2023.
Keywords: Learning Motivation Students, Accounting Learning Outcomes, Teams Games Tournament Cooperative Learning Model.Full Text:
PDFReferences
Anshori, A. N. (2020, December 12). Liputan 6. Retrieved from liputan6.com: https://www.liputan6.com/health/read/4431723/semangat-belajar-anak-menurun-selama-pandemi-covid-19-ini-penyebabnya
Apriliani, U., & Rahmawati, D. (2019). Implementasi Model Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) Berbantu Fun Accounting Berbasis Lectora untuk Meningkatkan Hasil Belajar Kompetensi Jurnal Penyesuaian Siswa Kelas X AKL 2 SMK Negeri 7 Yogyakarta Tahun Ajaran 2018/2019. Jurnal Pendidikan Akuntansi Indonesia, 17(2), 58-73.
Arikunto, S. (2016). Dasar-Dasar Evaluasi Pendidikan. Jakarta: PT Bumi Aksara.
Arikunto, S., Suhardjono, & Supardi (2016). Penelitian Tindakan Kelas. Jakarta: PT Bumi Aksara.
Citra, C.A. dan Rosy, B. (2020). Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya. Jurnal Pendidikan Administrasi Perkantoran (JPAP). 8(2): 261-272.
Engkoswara. (2010). Administrasi Pendidikan. Bandung: Alfabeta
Gunawan, I., & Palupi, A. R. (2016). Taksonomi Bloom–revisi ranah kognitif: kerangka landasan untuk pembelajaran, pengajaran, dan penilaian. Premiere educandum: jurnal pendidikan dasar dan pembelajaran, 2(02).
Hamzah. (2017). Teori Motivasi dan Pengukurannya Analisis di Bidang Pendidikan. Jakarta: PT Bumi Aksara.
Hendriana, H. & Afrilianto. (2014). Panduan bagi Guru Penelitian Tindakan Kelas suatu Karya Tulis Ilmiah. Bandung: PT Refika Aditama
Hikmah, M., Anwar, Y., & Hamid, R. (2018). Penerapan model pembelajaran team games tournament (TGT) terhadap motivasi dan hasil belajar peserta didik pada materi dunia hewan kelas X di SMA Unggul Negeri 8 Palembang. Jurnal Pembelajaran Biologi: Kajian Biologi dan Pembelajarannya, 5(1), 46-55.
Iskandar. (2009). Psikologi Pendidikan: Sebuah Orientasi Baru. Jakarta: Gaung Persada.
Kaharuddin, A. (2020). Pembelajaran Inovatif & Variatif (Vol. 2020). Pusaka Almaida.
Nana Sudjana. (2016). Penilaian Hasil Proses Belajar Mengajar. (Bandung: Remaja Rosdakarya)
Pangestuti, A. A., Mistianah., Corebima, A., et al. (2015). Using Reading-Concept Map-Teams Games Tournament (Remap-TGT) to Improve Reading Interest of Tenth Grade Students of Laboratory Senior High School State University of Malang. American Journal of Educational Research, 3(2), 250-254.
Slavin, R.E. (2010). Cooperative Learning Teori Riset dan Praktik (Alih bahasa: Narulita Yusron). Bandung: Nusa Media.
Syah, M. (2011). Psikologi Belajar. Jakarta: Bumi Aksara
Umar, M. (2021). Implementasi Model Pembelajaran Team Game Tournament untuk Meningkatkan Hasil Belajar Bahasa Inggris. Jurnal Edutrained: Jurnal Pendidikan dan Pelatihan, 5(2), 140-147.
Wibawa, R.P., Astuti, R.I., dan Pangestu, B.A. 2019. Smartphone-Based Application “quizizz” as a Learning Media. Jurnal Dinamika Pendidikan. 14(2): 244-253
Refbacks
- There are currently no refbacks.