cover
Contact Name
Habibie
Contact Email
master.literaindo@gmail.com
Phone
+6285353545536
Journal Mail Official
mathaction.literaindo@gmail.com
Editorial Address
Jl.H. A. Manap Lrg. Doa No.1, RT.006 RW.002, Kel.Sungai Kerjan, Kec.Bungo Dani, Kab.Bungo, Jambi, Indonesia
Location
Kab. bungo,
Jambi
INDONESIA
Master of Action Research in Mathematics Classroom
ISSN : -     EISSN : 31232043     DOI : 10.63461
Core Subject : Education,
Master of Action Research in Mathematics Classroom : Math-Action adalah jurnal ilmiah yang diterbitkan oleh CV. Master Literasi Indonesia dan secara eksklusif mempublikasikan artikel hasil Penelitian Tindakan Kelas (PTK) dalam bidang pembelajaran matematika di tingkat Sekolah Dasar dan menengah (SD-SMP-SMA). Math-Action menjadi wadah akademik bagi mahasiswa, guru, dosen, dan praktisi pendidikan yang berfokus pada inovasi pembelajaran matematika di ruang kelas. Artikel yang dimuat harus berbasis tindakan kelas yang sistematis, reflektif, dan bersifat siklus, dengan tujuan utama meningkatkan kualitas proses dan hasil pembelajaran matematika. Math-Action tidak menerima artikel dengan metode penelitian di luar Penelitian tindakan kelas atau action research/action research clasroom. Setiap naskah yang masuk akan melalui proses tinjauan sejawat (Blind Peer-Review Process) yang ketat dan mengacu pada prinsip-prinsip etika publikasi ilmiah.
Articles 2 Documents
Search results for , issue "OnlineFirst" : 2 Documents clear
Implementation of the Cooperative Model of the Teams Games Tournament Type Assisted by Jellyfish Hunting Media to Improve Mathematics Learning Outcomes of Class III SDN 22/II Pematang Panjang Maulidha Risma Putri; Zulqoidi R. Habibie; Abdulah Abdulah
Master of Action Research in Mathematics Classroom OnlineFirst
Publisher : CV. Master Literasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63461/math-action.v21.206

Abstract

This Classroom Action Research was carried out with third-grade students at SDN 22/II Pematang Panjang, motivated by the low learning process and outcomes. This was evident from the learning activities that did not yet align with the demands of the Merdeka Curriculum and the average daily test scores that were still below the school's KKTP standard of 70. To address this issue, a cooperative learning model of the Teams Games Tournament (TGT) type supported by the “jellyfish hunting” media was implemented. The purpose of this study was to improve students' cognitive processes and learning outcomes in decimal number material. The method used was Classroom Action Research (CAR), conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The research subjects were 23 students. Data collection techniques included observation and tests, with instruments in the form of observation sheets and test sheets. Observation data were analyzed descriptively, while test data were analyzed using a one-sample t-test with the Statistical Package for the Social Sciences (SPSS). The results showed that the implementation of the cooperative TGT model supported by the jellyfish hunting media in geometry material was categorized as very good. Teacher assessment process from cycle I to cycle II increased by 17%, reaching 97%. Student process performance increased by 30%, with a final percentage of 87%, exceeding the process success indicator of 75%. Students' learning outcomes in the initial observation were only 39%. After applying the TGT model, mastery increased to 61% with an average score of 71 in cycle I. In cycle II, mastery reached 83% with an average score of 82. It can be concluded that the application of the cooperative TGT model supported by the jellyfish hunting media improved the learning process and student outcomes by 44% from the initial condition.
Mathematics Learning: Model Teams Games Tournament in Grade IV SDN 108/II Perumnas Liza Helmalia Putri; Randi Eka Putra; Sundahry Sundahry
Master of Action Research in Mathematics Classroom OnlineFirst
Publisher : CV. Master Literasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63461/math-action.v21.220

Abstract

This study aims to improve the mathematics learning process and outcomes of fourth-grade students at SD Negeri 108/II Perumnas through the implementation of the Team Games Tournament (TGT) learning model. The background of this study is based on low student engagement and learning outcomes that have not yet met the Learning Objective Achievement Criteria (KKTP), which is 75. The method used was Classroom Action Research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. Data were collected through observation sheets for the learning process and cognitive learning outcome tests. The results showed an improvement in student learning, as evidenced by the percentage of learning outcomes in cycle I, meeting 1, at 40.74%, meeting 2 at 51.85%, then increasing to 55.56% in cycle II, meeting 1, and 66.67% in meeting 2. Improvements were also evident in cognitive learning outcomes. While no students achieved the KKTP (competent mastery level) in the pre-cycle, 12 students (44.44%) achieved mastery in cycle 1, and this increased to 20 students (81.48%) in cycle II. Thus, the implementation of the TGT model has proven effective in improving both student mathematics learning processes and outcomes. This model is recommended as an innovative, fun, and competitive learning strategy that elementary school teachers can use to improve the quality of learning.

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