1023011072, Maryati PENINGKATAN MOTIVASI, AKTIVITAS, DAN PRESTASI BELAJAR SISWA PADA MATA PELAJARAN EKONOMI DENGAN MENGGUNAKAN MODEL TEAMS GAMES TOURNAMENT DI KELAS X SMA NEGERI 1 WAY JEPARA LAMPUNG TIMUR. Digital Library.
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Abstrak (Berisi Bastraknya saja, Judul dan Nama Tidak Boleh di Masukan)
Penelitian ini bertujuan untuk menganalisis: (1) desain Rencana Pelaksanaan Pembelajaran (RPP) Model Teams Games Tournament (TGT) dalam pembelajaran Ekonomi, (2) pelaksanaan pembelajaran dengan Model TGT untuk meningkatkan motivasi dan aktivitas siswa dalam pembelajaran Ekonomi, (3) Sistem evaluasi pembelajaran Model TGT, dan (4) peningkatan prestasi belajar siswa dalam pembelajaran Ekonomi. Metode Penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan melalui tiga siklus. Subjek penelitian adalah kelas yaitu kelas X. Teknik pengumpulan data menggunakan teknik angket, lembar observasi, dan tes. Data dianalisis secara deskriptif kuantitatif dan kualitatif . Hasil penelitian dapat disimpulkan (1) desain RPP dengan Model TGT meliputi presentasi kelas dan belajar dalam kelompok melalui tahap eksplorasi, elaborasi, dan konfirmasi. Langkah selanjutnya adalah turnamen dan penghargaan kelompok, (2) pelaksanaan pembelajaran Model TGT dapat meningkatkan motivasi dan aktivitas siswa. Siswa kelas X.1 yang memiliki motivasi tinggi pada siklus I yaitu 1 siswa (4,35%), siklus II 14 siswa (51,85%), dan siklus III 25 orang (86,21%). Sedangkan di kelas X.2, pada siklus I 2 siswa (9,09%), siklus II 16 siswa (61,54%), dan siklus III 24 siswa (85,19%). Aktivitas siswa meningkat setiap siklusnya, siswa kelas X.1 yang memiliki aktivitas tinggi pada siklus I adalah 1 siswa (4,35%), siklus II 14 siswa (51,85%), dan siklus III 25 siswa (86,21%). Pada kelas X.2, siklus I 2 siswa (9,09%), siklus II 16 siswa (61,54%), dan siklus III 23 siswa (85,19%), (3) Sistem evaluasi menggunakan soal hasil analisis validitas, reliabilitas, tingkat kesukaran, dan daya pembeda, dan (4) prestasi belajar siswa meningkat setiap siklusnya. Pada kelas X.1, jumlah siswa mencapai nilai KKM pada siklus I 10 siswa (43,48%), siklus II 19 siswa (73,08%), dan siklus III 24 siswa (85,71%). Pada kelas X.2, siswa mencapai KKM di siklus I 11 siswa (47,83), siklus II 18 siswa (66,67%), dan siklus III 24 siswa (85,71%) Kata Kunci: TGT, motivasi, aktivitas, prestasi belajar. This study aims to analyze: (1) design of lesson plan Model of Teams Games Tournament, (2) implementation Teams Games Tournament learning to increase motivation and learning activities of students in learning economy, (3) the system of learning evaluation model Teams Games Tournament, and (4) increasing of student achievement in the learning economy. The research method used was Classroom Action Research (CAR) through three cycles. The research subject is a class that is a class X. Techniques of data collection using questionnaire techniques, observation sheets, and tests. Data were analyzed by descriptive quantitative and qualitative. The results of research are (1) design lesson plans with TGT Model includes class presentations and learning in groups through the exploration phase, elaboration, and confirmation. The next step is a tournament and awards groups, (2) the implementation of learning TGT model can enhance students' motivation and activity. In X.1 class, students who have high motivation in the first cycle is 1 student (4.35%), second cycle is 14 students (51.85%), and the third cycle of 25 students (86.21%). While in class X.2, on the first cycle 2 students (9.09%), seconde cycle is 16 students (61.54%), and a third cycle of 24 students (85.19%). Activities students increased each cycle. In X.1 class, students who have high activity in the first cycle is 1 student (4.35%), second cycle is 14 students (51.85%), and the third cycle is 25 students (86.21%). In class X.2, first cycle 2 students (9.09%), second cycle is 16 students (61.54%), and the third cycle III of students (85.19%), (3) evaluation system uses about the validity of the analytical results , reliability, level of difficulty, and diskrimant power, and (4) increasing student achievement each cycle. In X.1 class, the number of students achieving success indicators studied in the first cycle 10 students (43.48%), second cycle is 19 students (73.08%), and a third cycle of 24 students (85.71%). In X.2 class, students achieve learning success indicators in the first cycle of 11 students (47.83), second cycle is 18 students (66.67%), and a third cycle of 24 students (85.71%). Keywords: TGT, motivation, activity, student achievement
Jenis Karya Akhir: | Artikel |
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Subyek: | |
Program Studi: | FKIP > Prodi Magister Teknologi Pendidikan |
Pengguna Deposit: | UPT . Neti Yuliawati |
Date Deposited: | 18 Dec 2015 07:22 |
Terakhir diubah: | 18 Dec 2015 07:22 |
URI: | http://digilib.unila.ac.id/id/eprint/15807 |
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