Implementasi Model Pembelajaran Team Games Tournament Berbantuan Games Who Am I terhadap Hasil Belajar IPAS UPT SPF SDN Mangkura III Kota Makassar - Firdaus, Afni Soraya Firdaus; Yunus, Muhammad; Safira, Ifa (Jounal of Primary Education, 2025)
Penelitian ini bertujuan untuk mengetahui implementasi penerapan model pembelajaran Team Games Tournament (TGT) berbantuan Games Who Am I terhadap hasil belajar IPAS siswa di UPT SPF SDN Mangkura III. Penelitian ini menggunakan desain quasi-experiment. Sampel pada penelitian ini adalah peserta didik UPT SPF SDN Mangkura III dengan dua kelompok, yaitu kelas V-A sebanyak 28 siswa sebagai kelas eksperimen dan kelas V-B sebanyak 28 siswa sebagai kelas kontrol. Data dikumpulkan melalui pretest dan posttest untuk mengukur peningkatan hasil belajar siswa sebelum dan sesudah penerapan model pembelajaran tersebut Model pembelajaran Team Games Tournament (TGT) berbantuan Games Who Am I dirancang untuk menciptakan suasana belajar yang interaktif, menyenangkan, dan kolaboratif, sehingga siswa lebih mudah memahami materi pelajaran. Hasil analisis menunjukkan bahwa siswa di kelas eksperimen mengalami peningkatan hasil belajar yang signifikan dibandingkan dengan kelas kontrol yang menggunakan metode konvensional. Selain itu, model pembelajaran ini juga meningkatkan partisipasi aktif siswa, kemampuan berpikir kritis, dan kerja sama dalam kelompok. Aktivitas bermain sambil belajar yang terintegrasi dalam Games Who Am I terbukti efektif dalam memotivasi siswa untuk belajar dengan lebih antusias. Penelitian ini merekomendasikan penggunaan model pembelajaran Team Games Tournament (TGT) berbantuan Games Who Am I sebagai salah satu alternatif strategi pembelajaran inovatif dalam meningkatkan kualitas pendidikan, khususnya pada mata pelajaran IPAS di tingkat sekolah dasar. This study aims to determine the implementation of the Team Games Tournament (TGT) learning model assisted by Games Who Am I on the learning outcomes of students in the SPF UPT of SDN Mangkura III. This study uses a quasi-experimental design. The sample in this study were students of the SPF UPT of SDN Mangkura III with two groups, namely class V-A with 28 students as the experimental class and class V-B with 28 students as the control class. Data were collected through pretest and posttest to measure the increase in student learning outcomes before and after the implementation of the learning model. The Team Games Tournament (TGT) learning model assisted by Games Who Am I is designed to create an interactive, fun, and collaborative learning atmosphere, so that students can more easily understand the subject matter. The results of the analysis showed that students in the experimental class experienced a significant increase in learning outcomes compared to the control class using conventional methods. In addition, this learning model also increased students' active participation, critical thinking skills, and group cooperation. The integrated play-while-learning activity in Games Who Am I has proven effective in motivating students to learn more enthusiastically. This study recommends the use of the Team Games Tournament (TGT) learning model with Games Who Am I as an alternative innovative learning strategy in improving the quality of education, especially in science subjects at the elementary school level.