This study aimed to determine the effect of the Teams Games Tournament (TGT) learning model on students’ learning activities and learning outcomes in the topic of viruses among Grade X senior high school students. The study employed a quasi-experimental method using a Non-Equivalent Control Group Design. The sample was selected through purposive sampling based on the equivalence of pretest scores, resulting in Class X-3 as the experimental group and Class X-4 as the control group, with 34 students in each class. The research instruments consisted of multiple-choice questions to measure learning outcomes and observation sheets to assess students’ learning activities. The data were analyzed using parametric statistics, including tests of normality, homogeneity, and a one-tailed independent-samples t-test (right-tailed). The results showed that the mean score of students’ learning activities in the experimental class (79.67) was higher than that in the control class (44.31), with a significance value of 0.000 < 0.05. Similarly, the mean learning outcome score in the experimental class (84.71) was higher than that in the control class (79.56), with a significance value of 0.0045 < 0.05. Therefore, the TGT learning model was effective in improving both students’ learning activities and learning outcomes in the topic of viruses for Grade X senior high school students and may serve as an alternative interactive biology teaching strategy to help students understand the abstract concept of viruses.
Copyrights © 2026