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PEMANFAATAN MUSEUM SRI BADUGA SEBAGAI SUMBER PEMBELAJARAN SEJARAH DI SMA Salsabila, Ardhita; Djono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57075

Abstract

This study aims to analyze the utilization of the Sri Baduga Museum as a resource for history education in high schools, covering the use of learning resources, the planning process, implementation, evaluation, and the challenges encountered. The research method employed is descriptive qualitative with a case study approach. Data collection techniques included observation, interviews, and document analysis. The results of the study indicate that the Sri Baduga Museum is utilized as a learning resource through out-of-classroom learning activities integrated with Hindu-Buddhist history curriculum in Indonesia, in accordance with the Learning Outcomes, and has been implemented systematically. Museum visits are able to create more contextual and meaningful learning, thereby increasing student engagement and developing critical thinking skills through direct observation of statues, inscriptions, and artifacts in the museum’s collection. However, their implementation still faces challenges such as limited time and managing student behavior during the activities. Therefore, more optimal strategies are needed so that the museum can be utilized sustainably as a source of history education.
Model Pembelajaran Team Games Tournament (TGT) dalam Pembelajaran Sejarah: Kajian Literatur tentang Efektivitas, Peluang, dan Tantangan Suryani; Djono
Paedagogie Vol 21 No 3 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.213.17135

Abstract

This study aims to critically analyze the implementation of the Team Games Tournament (TGT) learning model in history education through a literature review of various previous studies. This study is motivated by the still limited understanding of how the cooperative learning mechanisms in TGT contribute to improving the quality of history education, as well as the opportunities and limitations of its application in various learning contexts. This study employs a literature review method with a descriptive qualitative approach. The literature was obtained by searching for journal articles, conference proceedings, and scientific publications from 2015 to 2025 using several academic databases. The retrieved articles were selected based on criteria of topic relevance, suitability to the history learning context, availability of full-text versions, and the quality of the publication sources. The data were analyzed using content analysis techniques through a process of identification, thematic grouping, cross-study comparison, and synthesis of findings. The study’s findings indicate that the effectiveness of TGT in history instruction is influenced not only by elements of play and competition but primarily by cooperative learning mechanisms that involve social interaction, positive interdependence, individual responsibility, and group motivation. A synthesis of the research shows that TGT contributes to increased learning motivation, student engagement, social interaction, and history learning outcomes. Furthermore, the integration of TGT with digital learning media provides broader opportunities for development in supporting 21st-century skills such as collaboration, communication, creativity, and critical thinking. However, this study also found that the implementation of TGT has limitations, particularly regarding the need for more time, teachers’ readiness to design learning activities, the potential for certain students to dominate within groups, and dependence on the availability of supporting resources. This study offers the theoretical implication that TGT can be understood as a cooperative learning model that operates through mechanisms of social and motivational interaction, rather than merely as a game-based learning strategy. In practical terms, the implementation of TGT in history education should be directed toward instructional designs that strengthen individual responsibility, historical thinking skills, and students’ active engagement.