The Implementation of The Teams Games Tournament Model To Improve History Learning Outcomes Among Grade XI F9 Students at SMA Negeri 5 Surakarta in The 2023/2024 Academic Year
Kata Kunci:
Teams Games Tournament, history learning, Classroom Action Research, learning outcomeAbstrak
This study aimed to improve the history learning outcomes of Grade 11 F9 students at SMA Negeri 5 Surakarta through the implementation of a Student-Centered Learning (SCL) approach using the Teams Games Tournament (TGT) learning model during the 2023/2024 academic year. This study employed Classroom Action Research conducted in two cycles, each consisting of planning, action implementation, observation, and reflection. The participants were 35 Grade 11 F9 students. Data were collected through observation and cognitive achievement tests and validated through method and source triangulation. The data were analyzed descriptively and interactively. The findings demonstrated improvements in students’ cognitive learning outcomes following the implementation of SCL through TGT. The mean score increased from 68.6 in the pre-cycle stage to 74.6 in Cycle I and 83.4 in Cycle II. The percentage of students meeting the minimum mastery criterion also increased from 34% to 60% and approximately 86%, respectively. These findings indicate that integrating SCL with TGT can promote more participatory history learning by engaging students in discussion, collaborative work, information seeking, games, and academic tournaments.