This research was motivated by the low learning outcomes and activeness of students in the Pancasila Education subject in grade XI TKJ 2 SMKN 2 Malang, which was found to be 15 out of 34 (44%) who achieved the Learning Goal Achievement Criteria (KKTP) and the average class score was only 68. This research aims to improve student learning outcomes through the application of the Teams Games Tournament (TGT) type Cooperative Learning model assisted by flip bottle media and question cards. This study uses the Kemmis and McTaggart model Class Action Research design in two cycles. In its implementation, students were divided into heterogeneous groups to discuss understanding the material, then participated in a tournament using flip bottles as a turn randomizer and question cards as a means of answering questions to obtain group points. Data was collected through learning outcome tests, observation of student activities, and documentation, then analyzed in a quantitative descriptive manner. The novelty of this research lies in the combination of flip bottle media as the fastest turn-based randomizer to open the content-based question cards of Pancasila Education at the vocational school level which has not been widely studied in previous TGT research. The results showed that the average score of students increased from 68 in the pre-cycle to 76 in the first cycle and 83 in the second cycle. The percentage of learning completeness also increased from 44% to 71% and 94%, thus exceeding the set success indicator of 80%. Thus, the application of the TGT model assisted by flip bottle media and question cards has proven effective in improving the learning outcomes of Pancasila Education for students in grade XI TKJ 2 SMKN 2 Malang. Keywords: Teams Games Tournament (TGT), cooperative learning , flip bottle, question cards, learning outcomes, Pancasila Education
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