PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TGT BERBANTUAN KUIS FAMILY 100 UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS VII PADA MATERI EKOLOGI
DOI:
https://doi.org/10.51878/edutech.v6i2.10087Keywords:
Teams Games Tournament (TGT), kuis Family 100, hasil belajar, pembelajaran kooperatifAbstract
The low level of students’ learning outcomes in ecology indicates the need for innovative instructional strategies that can enhance student engagement and conceptual understanding. This study aims to describe the improvement of students’ knowledge learning outcomes, the implementation of the learning process, and students’ responses after the application of the Teams Games Tournament (TGT) cooperative learning model assisted by the Family 100 quiz in ecology learning. This research employed a quantitative approach using a pre-experimental method with a one-group pretest–posttest design. The research subjects consisted of 34 seventh-grade students of class VII-K at SMP Negeri 2 Krian in the 2025/2026 academic year. Data were collected through learning outcome tests, observation sheets of learning implementation, and student response questionnaires. The data were analyzed using the N-Gain calculation, the Shapiro–Wilk normality test, the paired sample t-test, and quantitative descriptive analysis. The results showed that the average pretest score of 49.00 increased to 68.65 in the posttest, with an average N-Gain score of 0.376 categorized as moderate. The hypothesis testing results indicated a significant difference between the scores before and after the treatment. The implementation of learning was categorized as very good, and students’ responses were highly positive. Therefore, the application of the TGT cooperative learning model assisted by the Family 100 quiz is effective in improving students’ knowledge learning outcomes in ecology.
Downloads
References
Ahmadi, A., & Hadi, S. (2023). Upaya peningkatkan kualitas pembelajaran melalui persiapan mengajar guru. JURNAL JENDELA PENDIDIKAN, 3(1), 50. https://doi.org/10.57008/jjp.v3i01.409
Anggraeni, P. A., & Mulianingsih, F. (2026). Implementasi gamifikasi pembelajaran IPS melalui game berburu point di SMP. SOCIAL Jurnal Inovasi Pendidikan IPS, 6(1), 268. https://doi.org/10.51878/social.v6i1.9083
Arahman, D. P., & Isdaryanti, B. (2026). Pengaruh media interaktif IPAS berbasis assemblr edu dengan model PBL terhadap hasil belajar siswa kelas V SDTQ. SCIENCE Jurnal Inovasi Pendidikan Matematika dan IPA, 6(2), 690. https://doi.org/10.51878/science.v6i2.9714
Araminta, A. A., & Hendratmoko, A. F. (2026). Implementasi model kooperatif TGT melalui game knowledge dominion untuk melatih keterampilan kolaborasi peserta didik. SCIENCE Jurnal Inovasi Pendidikan Matematika dan IPA, 6(2), 656. https://doi.org/10.51878/science.v6i2.9710
Asy’ari, A., Wikanta, W., & Juniawan, M. F. (2022). Concept attainment model (CAM) in empowering critical thinking skills and concepts mastery for high school students. SEJ (Science Education Journal), 6(2), 111. https://doi.org/10.21070/sej.v6i2.1625
Azizah, F. N. N., & Rahmawati, D. (2025). Upaya meningkatkan hasil belajar peserta didik melalui penerapan model pembelajaran kooperatif tipe teams games tournament berbantuan kahoot pada fase E SMA. Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan, 6(6), 1298. https://doi.org/10.59698/afeksi.v6i6.628
Bintang, H., Darnah, E., Masta, N., Rinaldi, R., Guswantoro, T., & Sianturi, M. (2020). Analisis pengetahuan konseptual, prosedural, dan metakognitif siswa melalui pembelajaran integrasi flipped classroom dan PBL. Physics Education Research Journal, 2(2), 105. https://doi.org/10.21580/perj.2020.2.2.6208
Darmawati, D. (2021). Peningkatan tanggung jawab dalam kelompok belajar menggunakan pendekatan kuis tim. Jurnal Onoma: Pendidikan Bahasa dan Sastra, 7(2), 730. https://doi.org/10.30605/onoma.v7i2.1468
Dewi, D. P. A. Y. K., Agustiana, I. G. A. T., & Rati, N. W. (2023). Media interaktif berbasis games-quiz materi tumbuhan muatan IPAS kurikulum merdeka untuk kelas IV. Educatio, 18(1), 61. https://doi.org/10.29408/edc.v18i1.18656
Faruq, U., & Bakar, M. Y. A. (2025). Pendidikan sebagai alat transformasi sosial perspektif filsafat ilmu. Concept Journal of Social Humanities and Education, 4(1), 56. https://doi.org/10.55606/concept.v4i1.1759
Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024). Gamification developments in education. Scholaria: Jurnal Pendidikan dan Kebudayaan, 14(2), 177. https://doi.org/10.24246/j.js.2024.v14.i2.p177-186
Fitria, T. N. (2023). The impact of gamification on students’ motivation: A systematic literature review. LingTera, 9(2), 47. https://doi.org/10.21831/lt.v9i2.56616
Griyanora, G., & Widodo, W. (2026). Implementasi model inkuiri terbimbing pada materi sistem pencernaan untuk meningkatan hasil belajar murid. SCIENCE Jurnal Inovasi Pendidikan Matematika dan IPA, 6(2), 860. https://doi.org/10.51878/science.v6i2.9953
Hasyda, S., & Arifin, A. (2020). Penerapan model problem based learning untuk meningkatkan kemampuan berpikir kritis siswa kelas IV di sekolah dasar. Pendas Mahakam: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar, 5(1), 62. https://doi.org/10.24903/pm.v5i1.461
Iksaniya, N. F., & Jaryanto, J. (2024). Pengaruh model flipped classroom berbantu gamifikasi terhadap motivasi belajar materi laporan keuangan siswa akuntansi dan keuangan lembaga. EDUKATIF: JURNAL ILMU PENDIDIKAN, 6(2), 1096. https://doi.org/10.31004/edukatif.v6i2.6417
Kasih, A. P., & Nurcahyo, H. (2020). Pengembangan model pembelajaran ADEL (Active and Delightful Learning) pada materi organel sel kelas VII SMP. EDUSAINS, 12(1), 135. https://doi.org/10.15408/es.v12i1.14041
Kusmini, K., Ahyani, N., & Fahmi, M. (2025). Pengaruh kompetensi pedagogik dan kompetensi profesional terhadap mutu pembelajaran SD negeri di gugus 1 kecamatan tungkal jaya. SOCIAL Jurnal Inovasi Pendidikan IPS, 5(4), 1353. https://doi.org/10.51878/social.v5i4.8033
Lestari, E. S. (2022). Analisis tingkat kemampuan kognitif siswa pada materi sistem imun di SMA kabupaten karanganyar. EDUKATIF: JURNAL ILMU PENDIDIKAN, 4(2), 2298. https://doi.org/10.31004/edukatif.v4i2.2464
Maulidah, N. A., Dhari, F. S. W., Widodo, S. T., & Aristiyowati, H. (2023). Pengaruh model teams games tournament (TGT) dalam mengembangkan sikap taat peraturan pada siswa sekolah dasar. Jurnal Basicedu, 7(6), 3781. https://doi.org/10.31004/basicedu.v7i6.6390
Naibaho, M. R. U., & Hoesein, E. R. (2021). Meta analisis model discovery learning untuk meningkatkan hasil belajar IPA siswa SD. JPDI (Jurnal Pendidikan Dasar Indonesia), 6(1), 19. https://doi.org/10.26737/jpdi.v6i1.2290
Noori, A., & Azimi, A. (2024). From boredom to excitement: Unleashing motivation with Kahoot in English language learning. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.4853224
Nuriza, R., Salim, M., & Hartono, B. S. (2025). Integrasi edupreneurship dalam kurikulum pendidikan dasar untuk meningkatkan kreativitas dan inovasi. MANAJERIAL: Jurnal Inovasi Manajemen dan Supervisi Pendidikan, 5(4), 1044. https://doi.org/10.51878/manajerial.v5i4.8054
Nurlaela, E. (2023). Peningkatan kemampuan kognitif anak melalui metode eksperimen dalam pembelajaran sains. Wistara: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 4(2), 102. https://doi.org/10.23969/wistara.v4i2.10566
Operma, S., Wilis, R., & Anas, F. Y. (2024). Fulfillment of indicators and enhancement extrinsic motivation of students through teams games tournament in geography learning. GeoEco, 10(1), 26. https://doi.org/10.20961/ge.v10i1.81894
Pahenra, P., Winarni, W., Salma, S., Amaludin, R., & Amalia, W. S. (2021). Engklek: A traditional play to improve children’s cognitive. AWLADY: Jurnal Pendidikan Anak, 7(2), 198. https://doi.org/10.24235/awlady.v7i2.8299
Prayuda, J., Aprianti, F., & Jannah, W. N. (2024). Mengasah kemampuan kognitif siswa sekolah dasar dengan media board berbasis game educaplay. JUDIKDAS: Jurnal Ilmu Pendidikan Dasar Indonesia, 164. https://doi.org/10.51574/judikdas.v3i4.1982
Rahadi, I. N., Darwan, D., & Handoko, H. (2020). The use of learning media motion graphics towards students mathematical understanding. ITEJ (Information Technology Engineering Journals), 5(2), 97. https://doi.org/10.24235/itej.v5i2.45
Rahayu, S., Kurniasih, E., Hudori, A., Yahya, A. A., Sari, R. K., & Nurbaeti, U. (2023). Model pembelajaran kontekstual dan pemahaman konsep matematika: Study eksperimen semu. EDUKATIF: JURNAL ILMU PENDIDIKAN, 5(5), 1807. https://doi.org/10.31004/edukatif.v5i5.5357
Safitri, E. F., & Sudibyo, E. (2026). Penerapan model kooperatif TGT berbantuan media question card untuk meningkatkan hasil belajar kognitif murid SMP. SCIENCE Jurnal Inovasi Pendidikan Matematika dan IPA, 6(2), 872. https://doi.org/10.51878/science.v6i2.9954
Sari, T. N., & Ghoni, A. (2021). Pengembangan media pembelajaran IPA melalui game interaktif berbasis paliber (papan lingkar berputar) pada materi ekosistem. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 10(6), 1540. https://doi.org/10.33578/jpfkip.v10i6.8566
Tugiah, T., & Jamilus, J. (2022). Pengembangan pendidik sebagai sumber daya manusia untuk mempersiakan generasi milenial menghadapi era digital. Jurnal Sosial Teknologi, 2(6), 498. https://doi.org/10.36418/jurnalsostech.v2i6.350
Ulfa, E. M., Nuri, L. N. N., Sari, A. F. P., Baryroh, F., Ridlo, Z. R., & Wahyuni, S. (2022). Implementasi game based learning untuk meningkatkan kemampuan literasi dan numerasi siswa sekolah dasar. Jurnal Basicedu, 6(6), 9344. https://doi.org/10.31004/basicedu.v6i6.3742
Wijayanto, P. A., Husna, V. N., Jamhur, J., Ikhsan, M. N., Nafi’ah, K., Fithri, A. S., Muhammad, Q. R., & Wicaksana, M. G. B. (2024). Implementasi eco-literacy pada siswa sekolah dasar melalui kegiatan konservasi mangrove. Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming, 7(1), 70. https://doi.org/10.30591/japhb.v7i1.6115
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi

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














