Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbantuan Bamboozle terhadap Hasil Belajar Siswa Kelas 5B SDN Kamal 2
DOI:
https://doi.org/10.29303/goescienceed.v7i4.2969Keywords:
Teams Games Tournament, Bamboozle, Learning Outcomes.Abstract
Learning activities that rely primarily on teacher-centered instruction may limit student engagement and affect learning outcomes. Therefore, an interactive and engaging learning model is needed to encourage active student participation and improve learning outcomes. This study aims to determine the effect of applying the Teams Games Tournament learning model assisted by Bamboozle on the learning outcomes of grade 5B students at SDN Kamal 2. This research employed a quantitative approach with a pre-experimental design, using a one-group pretest-posttest design. The population consisted of 20 students, with the sample determined using a saturated sampling technique. Data were collected through tests, observation, and documentation. The results showed that the students' average pretest score was 55.6, which increased to 77.5 in the posttest. Based on the t-test analysis, the calculated t-value was 8.272, while the t-table value was 2.093, indicating that the calculated t-value was greater than the t-table value. In addition, the significance value (2-tailed) was 0.000 < 0.05, meaning that H₀ was rejected and Hₐ was accepted. These findings were further supported by observations of learning implementation, with teacher activity reaching 94% and student activity reaching 94%, both categorized as very good. It can therefore be concluded that the Teams Games Tournament (TGT) learning model assisted by Bamboozle had a significant effect on the learning outcomes of grade 5B students at SDN Kamal 2 on the topic of economic activities.
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