EFEKTIVITAS TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA DALAM PEMBELAJARAN AKIDAH AKHLAK DI MTSN 2 MAGELANG

Khafidhotul Baroroh, NIM.: 20204011046 (2022) EFEKTIVITAS TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA DALAM PEMBELAJARAN AKIDAH AKHLAK DI MTSN 2 MAGELANG. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

The activeness of students in the learning process is very important, because learning does not only transfer knowledge from teacher to student but also creates situations that can lead students to actively learn to achieve behavior change, especially in learning Akidah Morals, students are able to master Islamic studies and at the same time can practice it in life. everyday in the community. The purpose of this study was to determine whether the use of teams games tournament (TGT) could be effective in increasing student learning activity in the Akidah Akhlak subject at MTsN 2 Magelang. This type of research is experimental research using nonequivalent control group design. The research subjects were class VII D as the experimental class and class VII C as the control class. The instrument used in this study is the Learning Activeness scale to determine student learning activity. The data analysis technique used the T test, namely the independent sample T test and the paired sample T test with calculations using the SPSS version. 24 For Windows as a data processing tool. Based on the results of calculations with the independent sample t test, the value of sig. (2-tailed) is 0.000. As well as the basis for decision making for the independent sample t test, if the value of sig.(2-tailed) < 0.05, then there is a significant difference between the learning activity of the experimental class and control class students. The results of the N-Gain score show that the average N-Gain score for the experimental class is 67.2139 referring to the category of interpretation of the effectiveness of N-gain if the percentage value of 56%-75% is included in the quite effective category, while for the average The average N-Gain score for the control class is 22.4349, where the percentage value <40% is included in the ineffective category. It can be concluded that the use of the TGT type of cooperative learning method is quite effective in increasing student learning activities, while the use of conventional learning methods is not effective in increasing student learning activities. This research basically strengthens or sharpens the results of previous studies which state that the Teams Games Tournament (TGT) type of cooperative learning model is able to increase student learning activity.

Item Type: Thesis (Masters)
Additional Information: Pembimbing: Dr. Andi Prastowo, S.P.d.I., M.Pd.I
Uncontrolled Keywords: Teams Games Tournament, Keaktifan Belajar Siswa, Akidah Akhlak
Subjects: Akhlak - Etika
Pendidikan > Metode Pembelajaran
Pendidikan
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Agama Islam (S-2)
Depositing User: Muchti Nurhidaya edt
Date Deposited: 01 Jul 2022 13:43
Last Modified: 05 Sep 2022 09:11
URI: http://digilib.uin-suka.ac.id/id/eprint/51430

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