PENGGUNAAN MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR SISWA MATA PELAJARAN IPS KELAS IV MIN BINJAI
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Abstract
Education is an asset for the future in forming quality human resources. Education must be carried out in order to optimize the abilities of students who are creative, critical and responsive to life's problems. Optimizing students' abilities in the learning process can be done by selecting an appropriate learning model, especially social studies learning about Economic Activities in Indonesia. In social studies learning there are various kinds of obstacles and problems, namely students still don't seem active in learning social studies, teachers still use the lecture method, teachers don't provide motivation so students are not interested in participating in learning, teachers' lack of ability to apply learning models so student learning outcomes are low . For this reason, one of the efforts that teachers can make is to use an interesting learning model that can trigger students to be active in learning activities, namely the Team Games Tournament (TGT) learning model. The TGT learning model, involves the activities of all students without any differences in status, involves the role of students as peer tutors and contains elements of play and reinforcement. The application of the TGT model in learning allows students to play an active role and be able to learn more relaxed in addition to fostering responsibility, cooperation, healthy competition and learning involvement, so that it can improve student learning outcomes. Based on the first cycle of research, the results obtained from the implementation of teacher activity learning were 72% in the good category and the implementation of student activity learning received a score of 75% in the good category. Completion of classical student learning outcomes was obtained by students who completed learning out of 24 students, only 15 students or 62.5% . Cycle II research obtained results from the implementation of teacher activity learning of 89% in the very good category and the implementation of student activity learning received a score of 92% in the very good category. Completion of classical student learning outcomes was obtained by only 22 students, out of 24 students, or 91.7%. The results of this research can be concluded that the Team Games Tournament (TGT) learning model can improve student learning outcomes in Social Sciences subjects on Economic Activities in Indonesia in class IV MIN Binjai