The Effect of Teams Games Tournament
(TGT) Cooperative Learning Model Assisted by Educandy
Application on Student Learning Outcomes on Ecology Material
Rizschy Nurfauzie Al-Ma�shum1,
Milla Listiawati2, Astri Yuliawati3
Universitas Islam Negeri Sunan Gunung
Djati Bandung, Indonesia
|
Keywords |
Abstract |
|
Teams Games Tournament, Learning Model, Learning Outcomes,
Ecology. |
The learning model is one of the
causes of the lack of student motivation in learning problems so that it
affects student learning outcomes. The use of the right learning model is one
of the determinants of success in learning activities carried out by teachers.
This study aims to analyze the effect of TGT learning model assisted by educandy on student learning outcomes on ecology
material. This research uses a quantitative approach with a
quasi-experimental design. The sample amounted to 28 students selected
through cluster random sampling technique. Cognitive aspect learning outcomes
were obtained through pretest and posttest. Learning ecology material through
the TGT model assisted by educandy makes students
participate actively so that the learning stages are carried out very well.
The cognitive learning outcomes of students using the TGT model assisted by educandy obtained a score of 82 with an n-gain value of
0.62 with moderate criteria. While in the control class, students' cognitive
learning outcomes obtained a score of 70 and an n-gain value of 0.45 with a
moderate category. The results of the t-test analysis obtained a significant
value of 0.000 <0.005 means the hypothesis is accepted. There is an effect
of TGT learning model assisted by educandy application
on student learning outcomes on ecology material. |
Corresponding
Author : Rizschy Nurfauzie
Al-Ma�shum
E-mail:
[email protected]
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INTRODUCTION
Education is one
of the most important things for the development of a country. Quality
education will produce quality human resources (Pfeffer, 2015). The world of education is constantly striving
to improve and improve the quality of education in the digital era. One of the
efforts in improving the quality of education in the digital era is to improve
the education system. A good education includes a good teaching and learning
process because teaching and learning is the core behavior in the educational
process where students and educators interact with each other (Stronge, 2018).
In a learning
environment, communication between students, teachers and learning resources is
a learning process (Korhonen et al.,
2019).
Learning is the assistance delivered by educators to students in order to help
them acquire knowledge, skills, and productive habits, and help them create
behavior. In other words, learning is the process of helping students learn. In
the scope of learning, communication between students, educators, and learning
resources is a stage of learning (Simonson et al.,
2019).
This description is in line with the view of (Barnawi, 2014) who says that learning is essentially a process
of direct and indirect communication between educators and students, namely
through various learning media.
Teachers must
plan lessons in order to facilitate effective learning in the classroom (Alsafari et al.,
2024).
Teachers have a number of considerations when designing learning activities,
including knowing their learners' personalities, the learning objectives they
want to achieve or the skills they need to understand them, the teaching
resources they want to use, the fun learning models, and the types of assessments
they want to use to measure their students' progress towards their academic
goals (Morrison et al.,
2019).
One of the factors that determine teacher performance in carrying out learning
activities is the use of appropriate learning models. Thus, to achieve the
desired learning objectives, educators can ensure the right kind of learning
model.
Based on the
results of observations made at State High Schools in Tasikmalaya
Regency, through interviews with Biology teachers, many students' learning outcomes
in biology subjects are still below the KKM. The KKM provisions that have been
set in this high school for Biology lessons are 75. In class X MIPA I of 28
students only 10 students or 35% have completed, and 18 students or 65% have
not completed. While in class X MIPA 2 of 28 students 12 students or 42% have
completed and 19 students or 57% have not completed. This happens because the
amount of material presented by the teacher makes it difficult for students to
memorize and understand the material, lack of student involvement, variations
in learning models and student motivation to learn.
Responding to these
problems, efforts can be made by improving the learning model.� By applying a learning model that is fun and
student-centered, making students actively involved and fostering enthusiasm
for learning, so that it will facilitate students in achieving learning
outcomes (Kassem, 2019). One of the efforts that can be made is by
applying cooperative learning models. According to (Ramadhan et al.,
2017)
cooperative learning does not only come from teachers to students, but also
from students to other students. The use of the right learning model can
certainly attract students' attention so that the learning process takes place
in a pleasant atmosphere and attracts students' interest to be actively
involved and achieve good learning outcomes. One of the cooperative learning
models that can facilitate this is the Teams Games Tournament model. In this
type of cooperative learning model, there is a tournament phase. With the
tournament, students can be motivated and learn seriously during the learning
process, so that they can get good scores during the tournament. With this
tournament, it can increase the enthusiasm for learning so that it is hoped
that student learning outcomes will increase, especially in ecological
material. According to (Yudianto et al.,
2014),
in this Cooperative learning model, by grouping students into several small
groups, the goal is to train students to work together and socialize in solving
a problem so that students will more easily understand the material. The right
learning model and media will facilitate the learning process between teachers
and students.
The current study
shows some significant differences compared to previous studies. First, this
study uses the Teams Games Tournament (TGT) cooperative learning model assisted
by the Educandy app, which enhances students' active
interaction through fun games. In contrast, previous studies often did not
utilize digital technology. Secondly, this study focused on analyzing students'
cognitive learning outcomes in ecological materials, showing significant
improvement, while previous studies may have emphasized more on motivation
without specifically measuring cognitive outcomes. The methodology used is a
quantitative approach with a quasi-experimental design, in contrast to previous
studies that may have used surveys or case studies. Finally, this study was
conducted at SMA Negeri 1 Cikalong
with a sample of 28 students, while previous studies may involve different
contexts. Overall, this research contributes to the integration of technology
in cooperative learning, expected to improve student learning outcomes better
than traditional approaches.
The learning
process uses the TGT learning model, in the tournament games stage using educandy. Educandy is a web-based
application with the slogan "Making Learning Sweeter". With educandy, you can create online games that are fun and
still relevant to learning. With the educandy application,
teachers can design and create a collection of questions about the material
taught during learning. Educandy's attractive,
colorful appearance can also stimulate students' interest in playing while
learning, and interactive really helps students increase their interest and
enthusiasm in learning (Fitriati et al.,
2021).
Based on the problems stated
above, a study was conducted to find out how the effect of the Teams Games
tournament (TGT) type cooperative learning model aided by Educandy
on ecological material.
RESEARCH METHODS
This research
uses a quantitative approach with a quasi-experimental method. The form of
research design used is nonequivalent control group design, the experimental
class is treated with the Teams Games Tournament (TGT) learning model assisted
by Educandy and the control class without the Teams
Games Tournament (TGT) learning model assisted by Educandy.
All students of
class X MIPA SMA Negeri 1 Cikalong,
which consists of four classes with a total of 120 students, cover the
population in this study. Class X MIPA 1 which consisted of 28 students and
acted as the control class, while class X MIPA 2 which also consisted of 28
students and acted as the experimental class, constituted the research sample.
The sampling technique used was cluster random sampling.
This study
measures students' cognitive understanding of ecological material through the
use of test questions as pretest and posttest instruments. The test questions
in this study were a variety of multiple choice (PG) questions totaling 20
items selected based on the results of the analysis of the research question
trials.
RESULT AND DISCUSSION
The results of
the pretest and posttest that have been carried out in the experimental class
treated with the Teams Games Tournament (TGT) model assisted by educandy and the control class without using the Teams
Games Tournament (TGT) model assisted by educandy can
be seen in Table 1 below:
Table 1. Average Pretest and Posttest Scores
|
Class
|
Average
Value |
N-Gain |
Criteria |
|
|
Pretest |
Posttest |
|||
|
Experiment |
51 |
82 |
0,62 |
Medium
|
|
Control |
43 |
70 |
0,45 |
Medium
|
Table 1 shows that the average pretest score
was 51 in the experimental class using the Teams Games Tournament model
assisted by educandy, and increased to 82 after
treatment. The N-Gain value shows that student learning outcomes in ecological
material have increased, which is supported by the difference in pretest and posttest
scores. With moderate criteria, the experimental class N-Gain value is
0.62.� The difference between pretest and
posttest results shows an increase in student learning outcomes in ecological
material. The difference between the pretest and posttest results shows that
the increase in student learning outcomes in ecological material is inseparable
from the effect of using the Teams Games Tournament learning model assisted by educandy during learning. This shows that on average
students have been able to achieve Basic Competencies (KD) on ecological
material. This supports the statement made by (Ramadhan et al.,
2017)
about learning media that utilize technology. One example is educandy-based edugame media,
which prioritizes learning that is fun and easy to understand and helps
students achieve KKM.
While the
learning outcomes in the control class also showed an increase in learning
outcomes but the increase was lower than the experimental class (Webb & Doman,
2016).
Students in the control class obtained an average pretest score of 43 and a posttest
score of 70 and an n-gain value of 0.45 This is because in the control class
learning is only through power point, without the use of other media so that
learning is less interesting and less varied which causes a lack of motivation
and student involvement in learning, causing unsatisfactory learning outcomes
compared to the experimental class, the use of media can make students feel
motivated and more interesting in the learning process allowing students to
actively participate in the education and learning process, high learning
motivation results in students learning to be enthusiastic and serious so that
when students feel less motivated learning makes them lazy to take learning
seriously. Learning without the TGT learning model assisted by educandy produces learning outcomes that are less good than
learning with the TGT learning model assisted by educandy.
The researchers defines the success of the learning process as the formation of
changes in the cognitive, affective, and psychomotor domains of students (Abbasi et al.,
2023).
These changes become one of the signs that the learning process has been
running well and effectively.
After the pretest
and posttest are carried out, it is necessary to do a normality test, homogeneity
test and hypothesis test with the help of SPSS software version 26. The
normality test table can be seen in Table 2.
Table 2. Normality Test of Pretest
Posttest Values
|
Tests of Normality |
|
|||||||||
|
|
Class |
Kolmogorov-Smirnova |
Shapiro-Wilk |
|||||||
|
|
Statistic |
df |
Sig. |
Statistic |
df |
Sig. |
||||
|
Student
Learning Outcomes |
Experiment
Pre-Test |
.155 |
28 |
.084 |
.933 |
28 |
.073 |
|
||
|
Experiment
Post-Test |
.155 |
28 |
.082 |
.964 |
28 |
.441 |
|
|||
|
Control
Pre-Test |
.153 |
28 |
.091 |
.961 |
28 |
.375 |
|
|||
|
Control
Post-Test |
.155 |
28 |
.083 |
.954 |
28 |
.253 |
|
|||
|
a. Lilliefors
Significance Correction |
|
|||||||||
Based on the data above, the results of
the normality test are normally distributed, that if a significant value>
0.005 is obtained, it indicates that the data is normally distributed. In the
table above the normality test has a significance value of 0.082 in the
experimental class and 0.083 in the control class. This shows that the experimental
class and control class have normally distributed data.
Furthermore, the
data homogeneity test was carried out, following the homogeneity test table:
Table. 3 Homogeneity Test Results
|
Test of Homogeneity of
Variances |
|||||
|
|
Levene Statistic |
df1 |
df2 |
Sig. |
|
|
Student Learning Outcomes |
Based on Mean |
.066 |
1 |
54 |
.798 |
|
Based on Median |
.112 |
1 |
54 |
.739 |
|
|
Based on Median and with
adjusted df |
.112 |
1 |
52.904 |
.740 |
|
|
Based on trimmed mean |
.076 |
1 |
54 |
.784 |
|
The homogeneity test in the table above
shows a homogeneity value of 0.798. If sig. > 0.005 indicates homogeneous
data, so the homogeneity test in this study is homogeneous, because 0.798 >
0.005. After the homogeneity test is carried out, then the data is continued
with the research hypothesis test to find out whether or not there is an
influence on the Teams Games Tournament (TGT) learning model assisted by educandy on student learning outcomes on ecological
material. Based on this, the T-Test test is carried out which is found in table
4 below:
Table 4. T-Test Hypothesis Test Results
|
Paired Samples Test |
|||||||||
|
|
Paired Differences |
t |
df |
Sig. (2-tailed) |
|||||
|
Mean |
Std. Deviation |
Std. Error Mean |
95% Confidence Interval of the Difference |
||||||
|
Lower |
Upper |
||||||||
|
Pair 1 |
Pre-Test Experiment - Post-Test Experiment |
-30.536 |
12.121 |
2.291 |
-35.236 |
-25.836 |
-13.330 |
27 |
.000 |
|
Pair 2 |
Pretest Control - Post-Test Control |
-26.607 |
14.469 |
2.734 |
-32.218 |
-20.997 |
-9.730 |
27 |
.000 |
Based on Table 4 above, the 2-tailed sig
value is 0.000 <0.05, so H0 is rejected and H1 is
accepted. Thus, it can be said that the use of the TGT learning model assisted
by educandy has a significant and positive effect on
student learning outcomes on ecological material. The results of research that
have been conducted by researchers show the same results as previous research.
The results of research conducted by (Rahmawati et al.,
2020)
show that the application of the TGT (Teams Games Tournament) type cooperative
learning model could increase motivation and learning outcomes in biology. According
to previous researchers in their research stated that the TGT Cooperative
Learning Model assisted by Ludo Games had an effect
on learning outcomes (Maryam, 2017). Nurjamilah's research
(2020) also supports this, which shows a good and significant impact of the TGT
learning model on learning outcomes (Nurjamilah et
al., 2020).
CONCLUSION
Based on the
results of the research and discussion that has been described, it can be
concluded that there is an effect of the Teams Games Tournament (TGT) type
cooperative learning model assisted by educandy on
student learning outcomes on ecological material. This is evidenced in the
results of hypothesis testing which obtained a 2-tailed sig value of 0.000,
which shows that the hypothesis is accepted.
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