The Effect of the Team Games Tournament Model Assisted by the Quizizz Application on the Learning Outcomes of Mathematics Education Students at Bengkulu Universit
Abstract
This research aims to determine the effect of the Teams Games Tournament (TGT) learning model assisted by the Quizizz application on Integral Calculus learning outcomes for students in the Bachelor of Mathematics Education study program at Bengkulu University. The Integral Calculus course is a compulsory course offered in the FKIP UNIB Mathematics Education Undergraduate Study Program with a weight of 4 credits. However, the learning outcomes of students from the class of 2023 in the previous class were still low, namely only getting an average score of 57,7. So researchers applied a student-centered learning model to improve student learning outcomes. One of the learning models that can be used is the Teams Games Tournament with the help of the Quizizz application. The type of research carried out was quasi experimental research with a pre-test post-test control group design. The research sample was students from the Bachelor of Mathematics Education study program at Bengkulu University, semester 3A with a total of 29 students and semester 3B with a total of 29 students. Semester 3A students applied the Teams Games Tournament (TGT) model assisted by the Quizizz application and semester 3B students applied the Leaturing method or telling method. The data was analyzed statistically descriptively and inferentially through a t-test with the help of SPSS and obtained a value of p-value or sig < 0.05 namely 0.00 < 0.05, so it can be concluded that the use of the Teams Games Tournament ( TGT) learning model assisted by the Quizizz application on the learning outcomes of students in the Bachelor of Mathematics Education study program at Bengkulu University, it has a positive effect on student learning outcomes. During the learning process in the classroom, the Teams Games Tournament model assisted by the Quizizz application creates a dynamic, interactive and motivating learning environment. By combining competitive, collaborative, and technological elements, this model helps increase student participation, deepen understanding of concepts, and create memorable learning experiences.
Full Text:
PDFReferences
Adiputra, DK, & Heryadi, Y. (2021). IAdiputra, D. K., & Heryadi, Y. (2021). Meningkatkan Hasil Belajar Siswa Melalui Model Pembelajaran Kooperatif Tipe Tgt (Teams Games Tournament) Pada Mata Pelajaran IPA Di Sekolah Dasar. Holistika: Jurnal Ilmiah PGSD, 5(2), 104-111. https://doi.org/10.24853/holistika.5.2.104-111
Andrijanto, D. (2023). The Influence of the TGT (Teams Games Tournament) Learning Model on Table Tennis Learning Outcomes. Gladi: Jurnal Ilmu Keolahragaan, 14(03), 322-329. https://doi.org/10.52188/ijpess.v3i2.465
Astuti, W., & Kristin, F. (2017). Application of the Teams Games Tournament Learning Model to Increase Activeness and Science Learning Results. Elementary School Scientific Journal, 1 (3), 155. https://doi.org/10.23887/jisd.v1i3.10471
Gunawan. (2017). Pengantar Statistika Inferensial. Depok: Rajagrafindo Persada.
Hernawati, P. L., Saputro, T. V. D., & Rudhito, M. A. (2021, May). An Analysis On Students Learning Difficulties On Basic Mathematics Subject. In Seminar Nasional Fakultas Keguruan dan Ilmu Pendidikan 2021. http://e-conf.usd.ac.id/index.php/sfkip/2021
Nuryadi, N., Astuti, D., Utami, S., & M Budiantara, M. B. (2017). Dasar-dasar statistik penelitian. Yogyakarta: Sibuku Media.
Pratama, K. R. (2019). Persepsi Siswa Terhadap Penggunaan Plickers Sebagai Inovasi Penilaian Hasil Belajar Kimia Di Era Digital. Pedagogia, 17(3), 205-216. https://doi.org/10.17509/pdgia.v17i3.20787
Rosidin, R. (2019). Pengaruh Model Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Berbantuan Media Ludo Terhadap Kemampuan Pemahaman Konsep Matematis Siswa Kelas VIII MTs N 1 Bandar Lampung (Doctoral dissertation, UIN Raden Intan Lampung).
Sugiyono. (2018). Quantitative, qualitative, and r&d research methods. Bandung: Alfabeta.
Suwarno, S. (2019). Model Pembelajaran Teams Games Tournaments (TGT) untuk Meningkatkan Hasil Belajar Siswa. PHILANTHROPY: Journal of Psychology, 3(2), 110-122. https://doi.org/10.32884/ideas.v5i4.227
Tan, C. R., & Tasir, Z. (2022). Kesan penggunaan aplikasi plickers dalam pembelajaran Topik Imbuhan berasaskan gamifikasi terhadap pelajar tahun tiga. Malaysian Journal of Social Sciences and Humanities (MJSSH), 7(3), e001340-e001340. https://doi.org/10.47405/mjssh.v7i3.1340
Tukiran Taniredja, P. D. H., Faridli, E. M., & Harmianto, S. (2014). Model-model pembelajaran inovatif dan efektif. Bandung: Alfabeta.
Utaminingsih, S., & Setiawaty, R. (2023). Evaluasi pembelajaran dengan plickers berbasis gamifikasi: literature review. Jurnal Prakarsa Paedagogia, 6(2).
Yudianto, W. D., Sumardi, K., & Berman, E. T. (2014). Model pembelajaran teams games tournament untuk meningkatkan hasil belajar siswa SMK. Journal of Mechanical Engineering Education, 1(2), 323-330. https://doi.org/10.17509/jmee.v1i2.3820
Refbacks
- There are currently no refbacks.