Arfilia Wijayanti
Universitas PGRI Semarang, Indonesia

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Keefektifan Model Pembelajaran Kooperatif Teams Games Tournament Terhadap Hasil Belajar IPAS Anggi Divia Anggraeni; M.Aniq Khairul Basyar; Arfilia Wijayanti
Jurnal Muara Pendidikan Vol. 11 No. 1 (2026): Jurnal Muara Pendidikan, Vol 11 Issue 1, June 2026
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v11i1.3964

Abstract

This study aims to determine the effectiveness of the cooperative learning model of Teams Games Tournament (TGT) on IPAS learning outcomes of fourth-grade students at SD Negeri Sisalam 01 Brebes on living things material. This research employed a quantitative approach using a One Group Pretest–Posttest Design. The research sample consisted of 22 students. The results showed an improvement in students’ cognitive learning outcomes, where the average pretest score of 66.59 increased to 78.41 in the posttest, and classical learning mastery increased from 32% to 81.82%. The t-test analysis showed that the tcount value was 6.87, which was greater than the ttable value of 2.085 at a significance level of 0.05, indicating that H₀ was rejected and Hₐ was accepted. The effectiveness of the TGT model was also evident in the affective aspect with an average score of 80.14 (Good category) and achieved classical mastery, as well as in the psychomotor aspect with an average score of 89.31 (Very Good category) and 100% classical mastery. Therefore, the cooperative learning model of Teams Games Tournament (TGT) is effective in improving cognitive, affective, and psychomotor learning outcomes of students.
PENERAPAN PEMBELAJARAN BERMAKNA MELALUI BERMAIN PERAN PADA PEMBELAJARAN BAHASA INDONESIA KELAS IV Ayu Eka Nuraini; Mei Fita Asri Untari; Arfilia Wijayanti
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.15072

Abstract

This study was motivated by the low levels of active participation, speaking skills, and self-confidence among fourth-grade (IVB) students at SDN Palebon 03 Semarang due to teacher-centered Indonesian language instruction. This study aims to describe the implementation of meaningful learning through the role-playing method, covering instructional planning, classroom enactment, and achieved learning outcomes. A descriptive qualitative approach was employed, involving the classroom teacher and three students purposively selected to represent the sufficient, good, and very good achievement categories. Data were collected through participatory observation, in-depth interviews, and documentation, then analyzed using the interactive model of Miles, Huberman, and Saldaña with trustworthiness ensured through technique and source triangulation. The findings reveal that the teacher designed the lesson based on Ausubel's principles of meaningful learning by utilizing advance organizers and bridging new concepts with students' prior knowledge. Instructional execution was categorized as very good with an average observation score of 4.68 out of 5.00, while the proportion of students in the low category dropped from 44% to 15%, alongside the emergence of the very good category at 22%. The study concludes that the role-playing method effectively fosters meaningful learning in elementary Indonesian language education through direct contextual experiences. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya partisipasi aktif, keterampilan berbicara, dan rasa percaya diri siswa kelas IVB SDN Palebon 03 Semarang akibat pembelajaran Bahasa Indonesia yang masih berpusat pada guru (teacher-centered). Penelitian bertujuan untuk mendeskripsikan penerapan pembelajaran bermakna (meaningful learning) melalui metode bermain peran (role playing), yang mencakup dimensi perencanaan, pelaksanaan, dan capaian hasil belajar. Pendekatan yang digunakan adalah deskriptif kualitatif dengan subjek guru kelas IVB serta tiga siswa yang dipilih secara purposive sampling untuk mewakili kategori capaian cukup, baik, dan sangat baik. Data dikumpulkan melalui teknik observasi partisipatif, wawancara mendalam, dan dokumentasi, kemudian dianalisis menggunakan model interaktif Miles, Huberman, dan Saldaña dengan pengujian keabsahan melalui triangulasi teknik serta sumber. Hasil penelitian menunjukkan bahwa guru merancang pembelajaran berbasis prinsip Ausubel dengan memanfaatkan pengatur awal (advance organizer) dan pengaitan materi terhadap pengetahuan awal siswa. Pelaksanaan pembelajaran berlangsung sangat baik dengan skor observasi rata-rata 4,68 dari skala 5,00, serta proporsi siswa berkategori kurang menurun drastis dari 44% menjadi 15% disertai munculnya kategori sangat baik sebesar 22%. Penelitian menyimpulkan bahwa metode bermain peran efektif mewujudkan pembelajaran bermakna dalam muatan Bahasa Indonesia di sekolah dasar melalui pengalaman langsung yang kontekstual.