This study aims to determine the increase in student learning motivation, learning implementation and student responses to the applied learning, namely with the Teams Games Tournament (TGT) cooperative learning model assisted by the lumi education digital platform on the material of classification of living things. The type of research used is a pre-experimental design with a one group pretest posttest research design. The research subjects used were students of class VII-H SMP Negeri 12 Gresik with a total of 33 students. The results showed that there was a significant difference in the results of the pretest and posttest of students after the implementation of TGT learning assisted by the digital platform with a paired sample t-test value of sig. <0.05. Based on the effect size analysis, it showed an increase in learning motivation of 1.827 or in the strong effect category. The indicator with the highest effect size result was the satisfaction indicator with an effect size score of 0.86 or in the large effect category and the lowest effect size score was the Attention indicator with an effect size score of 0.51 or in the large effect category. The learning process was successfully implemented, achieving excellent results, with 86% participation in the first meeting and 94% participation in the second meeting. Furthermore, student responses to the implementation of the TGT model supported by the digital platform were very positive, with 81% responding positively, indicating that this learning model can increase student motivation in the classification of living things topic. Based on these results, it can be concluded that the Teams Games Tournament (TGT) learning model supported by the Lumi Education digital platform is effective in increasing student motivation.
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