Peningkatan Keaktifan dan Hasil Belajar Biologi melalui Model Kooperatif Tipe TGT Berbantuan Media Ular Tangga di Kelas XI SMAN 3 Palu
Keywords:
ACR, Activity & Learning Outcomes, Biology, Cooperative, TGTAbstract
This research aims to improve the activeness and learning outcomes of students in class XI A3 of SMAN 3 Palu in Biology subjects through the application of the Teams Games Tournament (TGT) cooperative learning model using a snakes and ladders game medium. This Classroom Action Research (CAR) was conducted in two cycles at SMAN 3 Palu. Each cycle included the stages of planning, action, observation, and reflection. Data on student activeness and learning outcomes were collected and analyzed using quantitative descriptive methods. The research results show a significant increase in student activeness and learning outcomes from the pre-cycle to Cycle II. The increase in student activeness was evident from their greater participation in paying attention to the teacher, reading material, group discussions, and enthusiasm during the game. Quantitatively, the percentage of students achieving the Minimum Mastery Criteria (KKM) increased gradually: from 10% in the pre-cycle, it rose to 50% in Cycle I, and reached 86.67% in Cycle II. The TGT model combined with the snakes and ladders game medium successfully created a Biology learning environment that was more active and enjoyable. The successful improvement in student activeness and learning outcomes affirms that the active role of the teacher in designing and implementing TGT cooperative learning is key to the effectiveness of this method.
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References
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