PENERAPAN MODEL TEAMS GAMES TOURNAMENT (TGT) BERBANTU GAME DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR PADA KETERAMPILAN MENULIS BAHASA INDONESIA KELAS V SD NEGERI 002 TELUK KUANTAN
DOI:
https://doi.org/10.23969/jp.v11i3.64802Keywords:
digital games, learning achievement, teams games tournament (tgt), writing skillsAbstract
The low achievement in students' writing skills, particularly in the use of capital letters, indicates the need for an innovative learning model that can enhance student engagement. This study aimed to improve the writing achievement of fifth-grade students at SD Negeri 002 Teluk Kuantan through the implementation of the Teams Games Tournament (TGT) learning model assisted by digital games. This study employed a Classroom Action Research (CAR) design using both qualitative and quantitative approaches conducted in two cycles. Data were collected through classroom observations, learning achievement tests, and documentation, and were analyzed descriptively. The findings revealed that the implementation of the TGT model assisted by digital games improved both the quality of the learning process and students' learning achievement. The learning mastery percentage increased from 15.15% in the pre-cycle, with an average score of 56.21, to 33.33% in Cycle I, with an average score of 66.06, and further increased to 75.76% in Cycle II, with an average score of 81.06. In addition, both teacher and student activities improved and reached the very good category. Therefore, the implementation of the TGT learning model assisted by digital games was effective in improving students' writing achievement on the topic of capital letter usage and can serve as an active, enjoyable, and student-centered learning alternative in elementary schools.
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