PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KARAKTER KEPEDULIAN SOSIAL DAN HASIL BELAJAR SEJARAH PADA SISWA KELAS XI-1 SMAN 1 BARAT MAGETAN

Prasetiyo, Iwan (2026) PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KARAKTER KEPEDULIAN SOSIAL DAN HASIL BELAJAR SEJARAH PADA SISWA KELAS XI-1 SMAN 1 BARAT MAGETAN. S2 thesis, Universitas PGRI Madiun.

[img] Text
HALAMAN JUDUL TESIS.pdf

Download (536kB)
[img] Text
abstrak.pdf
Restricted to Repository staff only

Download (56kB) | Request a copy
[img] Text
BAB I fIKS (3).pdf
Restricted to Repository staff only

Download (101kB) | Request a copy
[img] Text
BAB II Fiks.pdf
Restricted to Repository staff only

Download (219kB) | Request a copy
[img] Text
BAB III fiks.pdf
Restricted to Repository staff only

Download (243kB) | Request a copy
[img] Text
BAB IV fiks.pdf
Restricted to Repository staff only

Download (539kB) | Request a copy
[img] Text
BAB V (1).pdf

Download (62kB)
[img] Text
daftar pustaka 113-118.pdf

Download (167kB)
[img] Text
lampiran 119-122.pdf
Restricted to Repository staff only

Download (113kB) | Request a copy

Abstract

This study aims to determine the improvement of social care character and history learning outcomes of class XI-1 students of SMA Negeri 1 Barat using the teams games tournament (TGT) learning model. The learning completion of class XI-1 students of SMA Negeri 1 Barat at the initial reflection stage or before the study was conducted was 41.6%, so student learning activity was still low. This study used a Classroom Action Research (CAR) approach implemented in two cycles. Each cycle consisted of planning, implementation, observation, and reflection. The subjects of this study were 36 students in grade XI- 1. Data collection techniques were carried out through observation, questionnaires, and learning outcome tests. The data collection tools used in this study were lesson plans, student and teacher activity observation sheets, and evaluation test questions. The results of the first cycle of research showed that the average percentage of student learning outcomes increased. In the Pre-Cycle stage, the student's mastery score was 63.89% with an average score of 67.4 in the less category, in Cycle I it was 86.11% with an average score of 73.72 and in Cycle II it was 94.44% with an average score of 84.5 in the good category and achieved maximum mastery. The increase in learning outcomes from the Pre-Cycle stage, Cycle I to Cycle II was 30.55%. Based on the research results above, it can be concluded that the use of the Teams Games Tournament (TGT) learning model can improve learning outcomes and the caring character of grade XI-1 students. The successful use of the Teams Games Tournament (TGT) learning model can be used as an alternative learning model to improve student activity and learning outcomes. It is hoped that teachers will innovate learning models.

Item Type: Thesis/Skripsi/Tugas Akhir (S2)
Kata Kunci: Model, Teams Games Tournament, Karakter, Kepedulian Sosial.
Subjects: L Education > LA History of education
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia
Depositing User: IWAN PRASETIYO IWAN
Date Deposited: 08 Apr 2026 07:42
Last Modified: 08 Apr 2026 07:42
URI: http://eprint.unipma.ac.id/id/eprint/7228

Actions (login required)

View Item View Item