ARIZKIA DWI KAMILA, . (2026) UPAYA MENINGKATKAN HASIL BELAJAR IPS MELALUI MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT BERBANTUAN MEDIA BAAMBOOZLE. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
|
Text
COVER.pdf Download (1MB) |
|
|
Text
BAB I.pdf Download (573kB) |
|
|
Text
BAB II.pdf Restricted to Registered users only Download (831kB) | Request a copy |
|
|
Text
BAB III.pdf Restricted to Registered users only Download (814kB) | Request a copy |
|
|
Text
BAB IV.pdf Restricted to Registered users only Download (2MB) | Request a copy |
|
|
Text
BAB V.pdf Restricted to Registered users only Download (430kB) | Request a copy |
|
|
Text
DAFTAR PUSTAKA.pdf Download (675kB) |
|
|
Text
LAMPIRAN.pdf Restricted to Registered users only Download (1MB) | Request a copy |
Abstract
Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar IPS siswa kelas IV pada materi keragaman budaya dan kearifan lokal. Penelitian bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan model pembelajaran Teams Games Tournament berbantuan media Baamboozle. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dimana setiap siklus terdiri atas tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas IV sekolah dasar. Teknik pengumpulan data dilakukan melalui observasi, tes, dan dokumentasi. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran Teams Games Tournament berbantuan media Baamboozle dapat meningkatkan hasil belajar siswa. Hal tersebut ditunjukkan oleh peningkatan ketuntasan belajar siswa dari siklus I sebesar 68% dengan rata-rata nilai 72 menjadi 88% dengan rata-rata nilai 84 pada siklus II. Selain itu, aktivitas siswa selama proses pembelajaran juga mengalami peningkatan, dimana siswa menjadi lebih aktif, termotivasi, dan bekerja sama dalam kegiatan diskusi maupun turnamen. Dengan demikian, model pembelajaran Teams Games Tournament berbantuan media Baamboozle dinilai efektif digunakan untuk meningkatkan hasil belajar IPS siswa sekolah dasar. ***** This study was motivated by the low social studies learning outcomes of fourth-grade students on the topics of cultural diversity and local wisdom. The study aimed to improve students’ learning outcomes through the application of the Teams Games Tournament learning model supported by the Baamboozle media. This study used the Classroom Action Research (CAR) method, conducted in two cycles, with each cycle consisting of the planning, implementation, observation, and reflection stages. The research subjects were fourth-grade elementary school students. Data collection techniques included observation, testing, and documentation. The results showed that the implementation of the Teams Games Tournament learning model supported by the Baamboozle platform could improve student learning outcomes. This was evidenced by an increase in student learning achievement from 68% (with an average score of 72) in Cycle I to 88% (with an average score of 84) in Cycle II. In addition, student engagement during the learning process also improved, as students became more active, motivated, and collaborative in both discussion and tournament activities. Thus, the Teams Games Tournament learning model supported by the Baamboozle platform is considered effective for improving elementary school students’ social studies learning outcomes.
| Item Type: | Thesis (Sarjana) |
|---|---|
| Additional Information: | 1). Dr. Mahmud Yunus, S.Pd., M.Pd; 2). Dr. Mira Amelia Amri, M.Pd. |
| Subjects: | Pendidikan > Pendidikan Dasar Pendidikan > Teori, Penelitian Pendidikan Pendidikan > Penelitian Tindakan Kelas |
| Divisions: | FIP > S1 Pendidikan Guru Sekolah Dasar |
| Depositing User: | Arizkia Dwi Kamila . |
| Date Deposited: | 21 Jul 2026 06:21 |
| Last Modified: | 21 Jul 2026 06:21 |
| URI: | http://repository.unj.ac.id/id/eprint/66816 |
Actions (login required)
![]() |
View Item |
