Implementasi model kooperatif teams games tournament berbantuan aplikasi jeopardy untuk meningkatkan kemampuan menyusun pola kalimat

Ifa Auliya Kusuma, Sukarno Sukarno

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan siswa kelas II SD dalam menyusun pola secara tepat dan runtut pada pembelajaran Bahasa Indonesia. Kondisi tersebut menunjukkan perlunya inovasi pembelajaran yang dapat meningkatkan aktivitas dan hasil belajar siswa. Penelitian ini bertujuan untuk meningkatkan kemampuan menyusun pola kalimat melalui implementasi model pembelajaran kooperatif Teams Games Tournament (TGT) berbantuan aplikasi Jeopardy pada siswa kelas II SDN Kedungputri 4. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Teknik pengumpulan data meliputi observasi kinerja guru dan aktivitas siswa, wawancara guru dan siswa, serta tes evaluasi hasil belajar. Hasil penelitian menunjukkan adanya peningkatan aktivitas guru dan siswa selama proses pembelajaran, serta peningkatan kemampuan menyusun pola yang ditunjukkan melalui peningkatan nilai rata-rata kalimat siswa dari 65,61 pada siklus I menjadi 82,44 pada siklus II, serta peningkatan ketuntasan belajar dari 44% menjadi 89%. Hasil wawancara juga menunjukkan respon positif terhadap penerapan model TGT yang membantu aplikasi Jeopardy. Implikasi penelitian ini menunjukkan bahwa penerapan model TGT berbantuan aplikasi Jeopardy dapat menjadi alternatif strategi pembelajaran yang efektif, interaktif, dan menyenangkan dalam meningkatkan kemampuan menyusun pola kalimat siswa kelas II sekolah dasar.

Keywords

Teams Games Tournamnet (TGT) , Aplikasi Jeopardy, Pola Kalimat, Pembelajaran kooperatif, Siswa kelas II SD, Penelitian Tindakan Kelas (PTK)

References

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