Upaya Peningkatan Hasil Belajar IPS Melalui Model Pembelajaran Teams Games Tournament Berbantu Media Monopoli Untuk Kelas IV SDN Sidorejo

Aini, Erinda Diah Nur and -, Almuntaqo Zainuddin, M.Pd (2019) Upaya Peningkatan Hasil Belajar IPS Melalui Model Pembelajaran Teams Games Tournament Berbantu Media Monopoli Untuk Kelas IV SDN Sidorejo. Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

ABSTRACT Erinda Diah Nur Aini / A510150042. EFFORTS TO IMPROVE IPS LEARNING RESULTS THROUGH THE MODEL OF TEAMS GAMES TOURNAMENT BASED BY MONOPOLY MEDIA FOR CLASS IV SDN SIDOREJO, Essay. Surakarta: Faculty of Teacher Training and Education, University of Muhammadiyah Surakarta. 2019 The research objective is to improve student learning outcomes through the Teams Games Tournament learning model assisted by monopolistic media. The method applied in this research is Classroom Action Research (CAR). This research was conducted with two cycles in each cycle requiring two meetings. In each cycle there are 4 stages: planning, action, observation, and reflection. The results showed that there was an increase in learning outcomes in the cognitive, affective, and psychomotor domains. Learning outcomes of students in the cognitive domain in the initial conditions only reached 34.8% or 8 students who achieved complete scores, increased by 26.6% in the first cycle to 57.0% or 13 students received complete scores, an increase of 26.0 % in the second cycle to 83.0% or 19 students have completed grades. Whereas the affective domain results also increase each cycle. In the initial condition only reached 21.7% or 5 students who had completed grades, then there was an increase of 21.3% in the first cycle to 43.0% or 10 students who had completed grades, an increase of 44.0% in the second cycle to 87.0% or 20 students have reached completion. In addition, psychomotor learning outcomes have also increased, in the initial conditions there were only 30.4% or 7 students who had completed grades, there was an increase reaching 26.6% in the first cycle with 57.0% results or 13 students achieve complete value, an increase of 26.0% in the second cycle to 83.0% or 19 students have received complete scores. Keywords: Learning outcomes, teams games tournament, monopoly

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: Learning outcomes, teams games tournament, monopoly
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Guru Sekolah Dasar
Depositing User: ERINDA DIAH NUR AINI
Date Deposited: 18 Nov 2019 06:39
Last Modified: 18 Nov 2019 06:39
URI: http://eprints.ums.ac.id/id/eprint/78892

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