PENERAPAN MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN BAAMBOOZLE UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA SMK NEGERI 6 MEDAN

Authors

  • Yuliana Dewi Siregar Universitas Negeri Medan
  • La Hanu Universitas Negeri Medan
  • Andri Zainal Universitas Negeri Medan
  • Ramdhansyah Ramdhansyah Universitas Negeri Medan
  • Pasca Dwi Putra Universitas Negeri Medan

DOI:

https://doi.org/10.51878/teaching.v6i3.12756

Keywords:

Team Games Tournament, Baamboozle, Aktivitas Belajar, Hasil Belajar

Abstract

The problem addressed in this study is the low level of students’ learning activity and learning outcomes in class XI AKL 1 at SMK Negeri 6 Medan. This condition indicates the need for the implementation of a learning model that can enhance students’ active involvement in the learning process. Although various studies have demonstrated the effectiveness of the Team Games Tournament (TGT) model and Baamboozle media in learning, their implementation to improve students’ learning activity and outcomes in Accounting for Service, Trading, and Manufacturing Companies at SMK Negeri 6 Medan remains limited. This study aims to improve students’ learning activity and outcomes through the implementation of the Team Games Tournament assisted by Baamboozle on the topic of adjusting entries in the Accounting for Service, Trading, and Manufacturing Companies subject for class XI AKL 1 at SMK Negeri 6 Medan. This study employed a Classroom Action Research (CAR) design conducted in two cycles using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages. The subjects of this study were 28 students of class XI AKL 1 at SMK Negeri 6 Medan in the 2025/2026 academic year. Data were collected through observation, tests, and documentation. Learning activity data were analyzed using student activity percentages, while learning outcome data were analyzed based on average scores and classical completeness. The results showed that the implementation of the Team Games Tournament model assisted by Baamboozle improved students’ learning activity and outcomes. Students’ learning activity increased, as indicated by the percentage of students categorized as active and highly active, which increased from 64.29% in cycle I to 96.43% in cycle II. Students’ learning outcomes also improved, with classical completeness increasing from 14.29% in the pre-test to 60.71% in the post-test of cycle I and further increasing to 100% in the post-test of cycle II. Therefore, the implementation of the Team Games Tournament model assisted by Baamboozle can improve students’ learning activity and outcomes in class XI AKL 1 at SMK Negeri 6 Medan.

ABSTRAK

Permasalahan dalam penelitian ini adalah rendahnya aktivitas dan hasil belajar siswa kelas XI AKL 1 SMK Negeri 6 Medan. Kondisi tersebut menunjukkan perlunya penerapan model pembelajaran yang mampu meningkatkan keterlibatan aktif siswa dalam proses pembelajaran.  Meskipun berbagai penelitian telah menunjukkan efektivitas model Team Games Tournament (TGT) dan media Baamboozle dalam pembelajaran, penerapannya untuk meningkatkan aktivitas dan hasil belajar siswa pada mata pelajaran Akuntansi Perusahaan Jasa, Dagang, dan Manufaktur di SMK Negeri 6 Medan masih terbatas. Penelitian ini bertujuan untuk meningkatkan aktivitas dan hasil belajar siswa melalui penerapan model Team Games Tournament berbantuan Baamboozle pada materi jurnal penyesuaian mata pelajaran Akuntansi Perusahaan Jasa, Dagang, dan Manufaktur di kelas XI AKL 1 SMK Negeri 6 Medan. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan model Kemmis dan McTaggart yang meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah 28 siswa kelas XI AKL 1 SMK Negeri 6 Medan Tahun Ajaran 2025/2026. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Data aktivitas belajar dianalisis menggunakan persentase aktivitas siswa, sedangkan data hasil belajar dianalisis berdasarkan nilai rata-rata dan ketuntasan klasikal. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran Team Games Tournament berbantuan Baamboozle dapat meningkatkan aktivitas dan hasil belajar siswa. Hasil penelitian menunjukkan bahwa penerapan model Team Games Tournament berbantuan Baamboozle dapat meningkatkan aktivitas dan hasil belajar siswa. Aktivitas belajar siswa mengalami peningkatan, ditunjukkan dengan persentase siswa yang termasuk kategori aktif dan sangat aktif meningkat dari 64,29% pada siklus I menjadi 96,43% pada siklus II. Hasil belajar siswa juga menunjukkan peningkatan, dengan persentase ketuntasan klasikal yang meningkat dari 14,29% pada pretest menjadi 60,71% pada post-test siklus I dan meningkat kembali menjadi 100% pada post-test siklus II. Dengan demikian, penerapan model pembelajaran Team Games Tournament berbantuan Baamboozle terbukti dapat meningkatkan aktivitas dan hasil belajar siswa kelas XI AKL 1 SMK Negeri 6 Medan.

Downloads

Download data is not yet available.

References

Aje, A. U. (2022). Model Pembelajaran Kooperatif Tipe Student Achievement Division (STAD) & Team Games Tournament (TGT). Cv. Azka Pustaka.

Alfira, A., & Syofyan, H. (2022). Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament ( TGT ) Terhadap Hasil Belajar IPA Daur Kehidupan Hewan Siswa SD. JPGI (Jurnal Penelitian Guru Indonesia), 7(1), 177–183. https://doi.org/10.29210/022080jpgi0005

Alimova. (2023). Using The Internet Service Baamboozle When Creating A Gamified Educational Environment. American Journal of Pedagogical and Educational Research, 8, 106–113. Retrieved from https://americanjournal.org/index.php/ajper/article/view/346

Bavishi, P., Birnhak, A., Gaughan, J., Mitchell-williams, J., & Phadtare, S. (2022). Active Learning : A Shift from Passive Learning to Student Engagement Improves Understanding and Contextualization of Nutrition and Community Health. Education Science, 12(7), 430. https://doi.org/10.3390/educsci12070430

Bayhon, C. L. R., & Orongan, M. J. Q. (2025). Enhancing Students Cognitive Learning Outcomes And Motivation Through Quizizz Based Teams Games Tournament. Ignatian International Journal for Multidisciplinary Research, 63(1). https://doi.org/10.5281/zenodo.15182621

Izzaturrahman, R. H., Fatnah, N., & Adiyanti. (2025). Penerapan Model Teams Games Tournament ( Tgt ) Berbantuan Media Baamboozle Untuk Meningkatkan Minat Belajar Siswa. NUSRA: Jurnal Penelitian Dan Ilmu Pendidikan, 6(2), 91–95. Retrieved from https://www.researchgate.net/publication/392231507

Larasati, I., Styaningrum, F., & Astuti, E. (2026). Efektivitas Model Pembelajaran Teams Games Tournament (Tgt) Berbantuan Media 3d Matchju Dalam Meningkatkan Hasil Belajar Siswa. (JAK) Jurnal Akuntansi : Kajian Ilmiah Akuntansi, 13(1), 20–32. https://doi.org/10.30656/jak.v13i1.11248

Li, M., Ma, S., & Shi, Y. (2023). Examining The Effectiveness Of Gamification As A Tool Promoting Teaching And Learning In Educational Settings : A Meta-Analysis. Frontiers Iin Psychology, 14, 1–17. https://doi.org/10.3389/fpsyg.2023.1253549

Mardiana, W., Sadri, S., & Azmi, S. (2025). Meningkatkan Aktivitas dan Hasil Belajar Peserta Didik Melalui Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament ( TGT ) di Kelas VII K SMPN 6 Mataram Tahun Ajaran 2023 / 2024. Jurnal Ilmiah Profesi Pendidikan, 10(1), 257–266. https://doi.org/10.29303/jipp.v10i1.3085

Mertler, C. A. (2021). Practical Assessment , Research , and Evaluation Action Research as Teacher Inquiry : A Viable Strategy for Resolving Problems of Practice. Practical Assessment, Research & Evaluation, 26(19). https://doi.org/10.7275/22014442

Niyah, D. R., Sriartha, I. P., & Citra, I. P. A. (2024). Penerapan Model Kooperatif Tipe Team Games Tournament untuk Meningkatkan Motivasi Belajar dan Sikap Sosial Siswa di SMAN 2 Banjar. Jurnal Pendidikan Geografi Undiksha, 12(3), 426–434. https://doi.org/10.23887/jjpg.v12i3.65805

Nouri, V. (2024). Redefining Learning Outcomes in Higher Education through Centers for Teaching and Learning. Adult Education Critical Issues, 4(2), 93–106. https://doi.org/10.12681/haea.39856

Owan, V. J., Ekpenyong, J. A., Abang, K. B., Sunday, M. O., Ekaette, S. O., Agama, V. U., Asuquo, M. E., & Undie, J. A. (2023). Predicting Students’ Multidimensional Learning Outcomes In Public Secondary Schools: The Roles Of School Facilities, Administrative Expenses And Curriculum. Journal of Applied Learning & Teaching, 6(2). Retrieved from https://jalt.open-publishing.org/index.php/jalt/article/view/793

Rahmawati, S., Trisiana, A., & Mustofa, M. (2023). Analisis Penerapan Model Pembelajaran Kooperatif Team Games Tournament ( TGT ) pada Pembelajaran Tematik Integratif. Jurnal Pendidikan Tambusai, 7, 3826–3831. Retrieved from https://jptam.org/index.php/jptam/article/view/5839

Sulastri, S., Suwirta, U., & Dedeh. (2022). Peningkatan Hasil Belajar Peserta Didik Melalui Model Pembelajaran Kooperatif Teknik Team Games Tournament (TGT). J-KIP (Jurnal Keguruan Dan Ilmu Pendidikan), 3(1), 239–248. http://dx.doi.org/10.25157/j-kip.v3i1.6517

Veenema, N. J., Hierck, B. P., Bok, H. G. J., & Salvatori, D. C. F. (2024). Links Between Learning Goals , Learning Activities , And Learning Outcomes In Simulation-Based Clinical Skills Training : A Systematic Review Of The Veterinary Literature. Frontiers in Veterinary Science, 11(October). https://doi.org/10.3389/fvets.2024.1463642

Wekerle, C., Daumiller, M., & Kollar, I. (2022). Using Digital Technology To Promote Higher Education Learning: The Importance Of Different Learning Activities And Their Relations To Learning Outcomes. Journal of Research on Technology in Education, 5(1), 1–17. https://doi.org/10.1080/15391523.2020.1799455

Wibowo, A. (2024). Analisis Mendalam Tentang Keberhasilan Model Teams Games Tournament ( Tgt ) Dalam Meningkatkan Motivasi Dan Prestasi Belajar Siswa. Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan, 4(4), 7. https://doi.org/10.17977/um065.v4.i4.2024.7

Wulandari, S., Thohiri, R., Sriwedari, T., Gary, C., & Tua, G. (2024). Edukatif : Jurnal Ilmu Pendidikan Penerapan Kolaborasi Model Pembelajaran Problem Based Learning dan Team Games Tournament untuk Meningkatkan Aktivitas dan Hasil Belajar Akuntansi Keuangan. Edukatif: Jurnal Ilmu Pendidikan, 6(6), 6359–6368. Retrieved from https://edukatif.org/edukatif/article/view/7633/0

Zuleha, J., Aulia, N. F., Fahada, N., Putra, S. K., Indonesia, U. P., & Medan, U. N. (2025). The Implementation of Bamboozle to Enhance Interaction and Participation of Grade 7 Students in English Subjects at UPT SMPN 37 Medan. Continuous Education: Journal of Science and Research, 6(2), 191–201. https://doi.org/10.51178/ce.v6i2.2628

Downloads

Published

2026-07-24

How to Cite

Siregar, Y. D., Hanu, L., Zainal, A., Ramdhansyah, R., & Dwi Putra, P. (2026). PENERAPAN MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT BERBANTUAN BAAMBOOZLE UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA SMK NEGERI 6 MEDAN. TEACHING : Jurnal Inovasi Keguruan Dan Ilmu Pendidikan, 6(3), 2327–2337. https://doi.org/10.51878/teaching.v6i3.12756

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.