Jurnal Pendidikan IPA Indonesia
Jurnal Pendidikan IPA Indonesia
DOI: 10.15294/jpii.v4i2.4188
ABSTRACT
The aim of this research is to know about students’ response and the effectiveness of Teams Games Tournament learning model
with Flash Card as media. This research type is Quasi Experimental Nonequivalent Group Design. The subject of the study is
the students of 8 E and 8 F of the 13th junior high school of Magelang. The result of cognitive assessment showed that the clas-
sical learning achievement was 87% and the gained score was 0.46 which is included in media category. Value of Sig. (2-tailed)
of Mann-Whitney U-Test is 0.01. It means that there is significant difference of academic achievement between the experiment
group and the control group. The result of affective and pshycomotoric assessments are included in good category at average
score 75% and 71% respectively. Correlation among cognitive, affective, and psychomotoric learning achievementswas strong
at RScore of 0.684. Students’ response toward the learning produced an average score at 74%, and it was included in good cat-
egory. Based on the result, Teams Games Tournament learning model with Flash Card as media in learning about sounds at the
13th junior high school in Magelang is effective towards the learning achievementand the responses of the 8 D graderstowards
the learning is categorized as good.
needed in order the students are not bored becau- Based on the explanation above, teacher
se the learning is fun. Classical, discussion, prob- should apply a fun learning to triggereffective
lem solving, demonstration are some appropriate learning achievement of the students. It is entitled
learning methods for the material about sounds. “Sounds Learning Using Teams Games Tourna-
A learning method which includes the four met- ment and Flash Card Media at 13th Junior High
hods and a game is Teams Games Tournament School of Magelang”. The aims of the research is
(TGT). to explain the effectiveness and students’ respon-
TGT learning model is one of cooperati- se towards sounds learning using Teams Games
ve learning model which is easy to be applied. It Tournament and Flash Card media at 13th junior
involves the students without the difference of high school of Magelang.
status. It also involves the role of students as a
peer-tutor. Besides, there is a reinforcement fac- METHOD
tor in the game. Learning activities with a game
which are designed in TGT cooperative learning The type of the research is Quasi Experi-
method enable the students to learn in a relaxing ment Non-Equivalent Control Group Design Re-
situation beside increasing responsible, coopera- search (Sugiyono, 2010). This research was con-
tion, healthy competition, and learning involve- ducted at the 13th junior high school of Magelang
ment (Slavin, 2005). Competitive factor is needed in April 20-30, 2015. The subject was choosen
in learning to increase students’ learning moti- using purposive sampling technique. The subjects
vation. Muldayanti (2013) conveyed that tour- are 8 E graders as the experiment group which
nament system and group assessment in TGT was taught using TGT learning model and Flash
learning model makes the students become more Card as media, whereas 8 F graders as the control
interested and triggered. The students will do the group were taught using classical (speech) met-
best to win the competition on the tournamnet’s hod and LDS.
table. The result of the previous study which was The obtained data of this research was the
conducted by Van Wyk (2011) showed that TGT students’ learning achievement and questionnai-
learning model was more effective towards lear- res of students’ response towards TGT learning
ning achievement rather than traditional learning model with Flash Card. The students’ learning
model. achievement was assessed in 3 aspects, cognitive,
The implementation of TGT learning mo- affective, and psychomotoric. The score of cog-
del can adopt a learning media as an aid instru- nitive aspect was obtained with pretest and post-
ment in learning process. A learning media can test. The score of affective and psychomotoric as-
handle the limitation of the senses, spaces, and pects was obtained with observation method. All
times (Arsyad, 2013). Abstract materials can be of the scores were analyzed by using correlation
more concretely delivered, so the students can analysis in order to find the relation among the
easily understand a concept. Sub material of students’ learning achievement.
sounds, the sense of hearing, is an abstract mate- The effectiveness of TGT learning model
rial because the students have not gotten a direct with Flash Card toward the learning achievement
experience to observe the inner parts of ears. One is examined with three indicators. They are clas-
of media which can be used to visualize is Flash sical learning completeness > 75%, the gain score
Card media. is categorized media and there is significant diffe-
Flash Cardis one of learning media as rence between the learning achievement average
well as educative game in form of cards which of the experiment group and control group. The
there are a picture and a word to increase their analysis which has been done showed that clas-
memory and train their autonomy (Ikhwati et al, sical learning completeness and gain score were
2014). Education game can trigger the students to categorized media. It was analyzed with g test.
be more active then they are motivated to learn Besides, it showed that there was significant diffe-
(Rohwati, 2012). This media of 2 dimensions rence between the learning achievement of expe-
things can visualize and ease the students to un- riment group and control group which was analy-
derstand the sense of hearing concept because zed with Mann-Whitney U-Test. The questionnaire
they are simple and removable. It can give the result about the students’ response documented
students a chance to learn by themselves where- to be explained in descriptive percentage.
ver and whenever, so they can increase their auto-
nomy to learn. The students who do self-learning RESULT AND DISCUSSION
can improve their responsibility towards their
learning activities. The experimental research aims to find the
A. Lestari , A. Widiyatmoko, S. Alimah, I. Juliyani / JPII 4 (2) (2015) 178-185 179
students’ response and the effectiveness of TGT Analysis of cognitive learning achieve-
learning using Flash Card medium towards the ment aims to find the students’ ability in mate-
learning achievement. This research uses two rial of sounds after apllying TGT learning model
classes as the sample, experiment class and cont- with Flash Card. The result of the last evaluation
rol class. The learning used in experiment group score analysis is in Table 2.
is TGT learning model with Flash Card media,
whereas the learning used in control group is Table 2. The Result of the Last Evaluation Score
classical method (speech) with Student Discus- Analysis
sion Sheet (LDS). The cognitive score is measu- Class
Learning
red from post-test score and LDS score. In other
Achievement Experiment Control
hand, the score of affective and psychomotoric is
measured from the students’ attitude and skill in Total of Students 30 26
learning. The used questions instrument is writ- Posttest Average 74 63
ten based on the learning objective and the level Score
of cognitive questions. Trying out of the questi- LDS Average Score 87 85
ons is needed to find the validity, reliability, dif-
ficulty level, and the ability of differentiating the Lowest Score 66 56
questions before used to conduct test. Highest Score 93 82
This research can be called effective if it Last Average Score 78 70
fulfill three indicators:
a. Classical learning completeness > 75% with Based on Table 2, it is known that the ex-
Minimum Completeness Criteria of 70. periment group had higher last evaluation score
b. Gain score is categorized media. than the control group’s score, 78 against 70. The
c. There is significant difference between the different score happened because the implemen-
learning achievement average of experiment tation of the different learning model between
group and control group. experimental group and control group. TGT
learning model with Flash Cardwas appliedex-
Students Response perimental group, whereas the control group was
The questionnaire about the students’ res- applied classical method (speech) with LDS (Stu-
ponse used to find the acceptance of the students dent Discussion Sheet). The learning of sounds
towards TGT learning model with Flash Card had a competitive factor and game because we
as media. The analysis of the students’ response applied an education game, the Flash Card. The
uses Likert scale which consists of 20 questions. media can help the students to understand the
The result of the students’ response questionnaire material and the important questions given by
towards TGT learning model with Flash Card are them. It will build cognitive knowledge of the
described in table 1. students in long-term.
Recapitulation of the students’ response Long-term knowledge will ease the stu-
showed that the students of experiment group dents to answer a test, so the learning achieve-
responded well to TGT learning model with ment of the students increases. It is appropriate
Flash Card as media with average score 74%. to constructivisme learning theory; students learn
the ways to learn somethings by giving some prac-
1. Analysis of Learning Achievement tices to increase learning interest and to trigger the
a. Cognitive Learning Achievement students’ active involvement in learning. An un-
wed the increase from 67% to 74%, included in ently, and have good dictions. The study of Bur-
good category. This opinion was supported by hanuddin (2012) supported the explanation by
the study that was conducted by Van Wyk (2011) describing that oral communication skill is a skill
who stated that TGT learning model made the which clearly arranges the mind and being able
students not only learning the concept, but also to competently use through words to convey their
the important skill such as searching, planning, thought in form of speaking, writing, and rea-
discussion, negotiating, quickly making decision, ding.
and criticizing their own learning experiment.
Table 4. The Result of Learning Achievement
Correlation Test
R Sig. F Change Description
0,684 0,000 There’s a correlation
2. Effectiveness Test
a. Classical Learning Completeness
Classical learning completeness which is
described in Table 5 showed that the learning
completeness of experiment group is 87%, whe-
reas the learning completeness of the control
group is 54%. The implementation of TGT lear-
ning model has teacher’s presentation and discus-
sion in which enables the students to catch and
Figure 2. The Result of Psychomotic Score conclude the learned main idea. Flash Card me-
Analysis dia used in syntax game and tournament help the
Note: students to measure how far they understand the
1 : oral communication skill material and help them to remember the learned
2 : discussion skill material. 13% of the students’ total of experiment
3 : answering question skill group that did not pass showed that the students
4 : concluding discussion result skill had not been able to catch the main idea of the
material, so the students tended not being able to
c. Learning Achievement Correlation remember well the learned material. The students
The correlation among cognitive, affective, response questionnaire showed 16.7% and 20%
and psychomotoric learning achievements were answered that they had not been able to catch the
analyzed with correlation test which showed that main idea and remember the learned material.
there was a correlation among cognitive, affec- Based on the explanation, TGT learning model
tive, and psychomotoric learning achievements. with Flash Card media is able to improve the stu-
It was described in Table 4. R Score was 0.684 dents’ understanding through the ability of cat-
which showed that the correlation was strong. ching the main idea of the material. This opinion
The implementation of TGT learning with Flash is also supported by the study of Awofala et al
Card media can increase the learning achieve- (2012) which stated that the implementation of
ment as well as cognitive, affective, and psycho- TGT learning model is able to increase the stu-
motoric The result of good cognitive learning dents’ understanding towards the material.
achievement will appear some attitudes such as:
paying attention to teacher’s explanation and Table 5. The Result of Classical Learning Com-
being discipline in following the learning process. pleteness Test
It is supported by the study of Jayanti and Ridlo Class
(2014) which conveyed that IQ had a significant Data
Experiment Control
role in influencing the human attitudes and beha-
viors included in the students’ attitude in social Total of Students 30 26
adaptation in school environment. Complete Students 26 14
The correlation between cognitive and Incomplete Students 4 12
psychomotoric achievement can be seen from
Description 87% 54%
oral communication skill result. The students
Complete Complete
who have oral communication skill will be able
to communicate clearly, systematically, and flu-
182 A. Lestari , A. Widiyatmoko, S. Alimah, I. Juliyani / JPII 4 (2) (2015) 177-184
dan TGT ditinjau dari keingintahuan belajar learning motivation and mathematical skill of
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