EFEKTIVITAS PENGGUNAAN MODEL PEMBELAJARAN COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA BAAMBOOZLE TERHADAP PEROLEHAN BELAJAR PADA SISWA KELAS VII DI SMP NEGERI 8 PONTIANAK
DOI:
https://doi.org/10.51878/educator.v6i2.11586Keywords:
Teams Games Tournament (TGT), Baamboozle, Hasil Belajar Matematika, Pembelajaran Kooperatif, Garis Dan SudutAbstract
ABSTRACT
The low achievement of students in learning lines and angles indicates the need for innovative instructional strategies that can enhance student engagement in the learning process. This study aimed to analyze the implementation of the Teams Games Tournament (TGT) cooperative learning model assisted by Baamboozle media and to describe students’ learning outcomes on the topic of lines and angles. The research employed a quantitative pre-experimental approach using a One-Shot Case Study design involving 32 seventh-grade students of class VIIE at SMP Negeri 8 Pontianak, selected through cluster random sampling. Data were collected through classroom observations, learning outcome tests, and student response questionnaires, and were analyzed descriptively. The results showed that the implementation of the learning process was categorized as very good, with an average score of 3.95. Students’ average learning outcome score reached 82.03, with a classical mastery level of 87%. Student activity during the learning process was classified as active, with a percentage of 83.40%, while student responses toward the learning activities reached 80.73% and were categorized as positive. These findings indicate that the implementation of the TGT model assisted by Baamboozle media was able to create an active learning environment, generate positive student responses, and contribute to high mathematics learning outcomes on the topic of lines and angles. Therefore, this learning model has the potential to serve as an alternative instructional strategy that supports mathematics learning at the junior secondary school level.
Rendahnya prestasi siswa pada materi garis dan sudut menunjukkan perlunya strategi pembelajaran inovatif yang mampu meningkatkan keterlibatan siswa dalam proses belajar. Penelitian ini bertujuan menganalisis penerapan model pembelajaran kooperatif Teams Games Tournament (TGT) berbantuan media Baamboozle serta mendeskripsikan hasil belajar siswa pada materi garis dan sudut. Metode penelitian menggunakan pendekatan kuantitatif pra-eksperimen dengan desain One-Shot Case Study pada 32 siswa kelas VIIE SMP Negeri 8 Pontianak yang dipilih melalui teknik cluster random sampling. Data dikumpulkan melalui observasi, tes hasil belajar, dan angket respons siswa, kemudian dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa keterlaksanaan pembelajaran berada pada kategori sangat baik dengan rata-rata skor 3,95. Nilai rata-rata hasil belajar siswa mencapai 82,03 dengan ketuntasan klasikal sebesar 87%. Aktivitas siswa selama pembelajaran tergolong aktif dengan persentase 83,40%, sedangkan respons siswa terhadap pembelajaran mencapai 80,73% dan berada pada kategori positif. Temuan ini menunjukkan bahwa penerapan model TGT berbantuan media Baamboozle mampu menciptakan suasana pembelajaran yang aktif, memperoleh respons positif dari siswa, serta berkontribusi terhadap tingginya capaian hasil belajar matematika pada materi garis dan sudut. Oleh karena itu, model pembelajaran ini memiliki potensi untuk digunakan sebagai alternatif strategi pembelajaran yang mendukung proses belajar matematika di tingkat SMP.
Downloads
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 EDUCATOR : Jurnal Inovasi Tenaga Pendidik dan Kependidikan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.












