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Efektivitas Model Teams Games Tournament Berbantuan Bamboozle pada Pembelajaran Jurnal Penyesuaian di SMK Larasati, Intan; Styaningrum, Farida; Astuti, Elly
JAK (Jurnal Akuntansi) Kajian Ilmiah Akuntansi Vol. 13 No. 1 (2026)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jak.v13i1.11248

Abstract

Penelitian ini bertujuan meningkatkan hasil belajar akuntansi siswa melalui penerapan model pembelajaran Teams Games Tournament (TGT) berbantuan media interaktif Bamboozle pada materi jurnal penyesuaian. Latar belakang penelitian didasari rendahnya pemahaman konsep dan keterampilan prosedural siswa, serta minimnya variasi metode pembelajaran yang mendorong kolaborasi dan kompetisi positif di kelas. Metode yang digunakan adalah penelitian tindakan kelas (PTK) dengan dua siklus pada kelas XI AKL 1 SMK Vokasi Madiun yang berjumlah 30 siswa. Setiap siklus meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi, dengan instrumen berupa tes hasil belajar, lembar observasi, serta uji validitas, reliabilitas, daya beda, dan tingkat kesukaran soal. Analisis data dilakukan secara deskriptif kuantitatif dan kualitatif, termasuk perhitungan N-gain untuk mengukur peningkatan hasil belajar. Hasil penelitian menunjukkan pada siklus I nilai rata-rata pre-test 52,67 meningkat menjadi 69 pada post-test, dengan ketuntasan belajar naik dari 0% menjadi 33,33% (N-gain = 0,32, kategori sedang). Pada siklus II, nilai rata-rata pre-test 63,83 meningkat menjadi 88,83 pada post-test, dengan ketuntasan belajar naik dari 23% menjadi 100% (N-gain = 0,68, kategori sedang). Peningkatan ini membuktikan bahwa penerapan TGT berbantuan Bamboozle efektif meningkatkan keterlibatan, motivasi, dan hasil belajar siswa pada materi akuntansi yang kompleks. Model ini disarankan untuk diterapkan secara berkelanjutan dan dikembangkan pada mata pelajaran lain yang memerlukan pembelajaran aktif, kolaboratif, dan interaktif.
Media Kahoot dalam Model Pembelajaran Team Accelerated Individualization (TAI) untuk Meningkatkan Keaktifan dan Hasil Belajar Peserta Didik Septiana, Dheka; Utomo, Supri Wahyudi; Styaningrum, Farida
Jurnal Simki Pedagogia Vol 9 No 1 (2026): Volume 9 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v9i1.1391

Abstract

The research aims to prove that the use of Kahoot media in the TAI model is able to increase the activity and learning outcomes of students. This study took the form of Classroom Action Research (CAR) and was conducted in class XI PKM SMK Cendekia Kota Madiun with 13 students and involving cash management subject educators. The data analysis techniques used were tests and observations. The results of the study show that 1) The application of Kahoot media with TAI type cooperative learning was proven to run optimally in increasing active student participation. The active participation of class XI PKM SMK Cendekia Kota Madiun students in the petty cash material increased from an average of 50 (quite active) in cycle I to 79 (active) in cycle II. The interactive Kahoot media and appropriate learning model created a comfortable, conducive and competitive learning environment. 2) Student learning outcomes also experienced significant changes, with an increase of 85% in cycle II. The combination of Kahoot media and the TAI model helped students better understand the material through teamwork, individual learning, and interesting evaluations, thereby increasing learning motivation.
Media Kahoot dalam Model Pembelajaran Team Accelerated Individualization (TAI) untuk Meningkatkan Keaktifan dan Hasil Belajar Peserta Didik Septiana, Dheka; Utomo, Supri Wahyudi; Styaningrum, Farida
Jurnal Simki Pedagogia Vol 9 No 1 (2026): Volume 9 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v9i1.1391

Abstract

The research aims to prove that the use of Kahoot media in the TAI model is able to increase the activity and learning outcomes of students. This study took the form of Classroom Action Research (CAR) and was conducted in class XI PKM SMK Cendekia Kota Madiun with 13 students and involving cash management subject educators. The data analysis techniques used were tests and observations. The results of the study show that 1) The application of Kahoot media with TAI type cooperative learning was proven to run optimally in increasing active student participation. The active participation of class XI PKM SMK Cendekia Kota Madiun students in the petty cash material increased from an average of 50 (quite active) in cycle I to 79 (active) in cycle II. The interactive Kahoot media and appropriate learning model created a comfortable, conducive and competitive learning environment. 2) Student learning outcomes also experienced significant changes, with an increase of 85% in cycle II. The combination of Kahoot media and the TAI model helped students better understand the material through teamwork, individual learning, and interesting evaluations, thereby increasing learning motivation.