Meningkatkan Motivasi Belajar Siswa Sekolah Dasar Dalam Pelajaran Pkn Melalui Model Pembelajaran Kooperatif Tipe Team Game Tournament

  • Afriza Anggita Devy


The purpose of this study was to increase students' learning motivation in Pancasila
subject matter PKN lessons by using the Cooperative Model Type Team Game
Tournament. The research method used is Classroom Action Assessment (CAR) which
consists of 3 cycles and each cycle consists of stages of planning, action, observation and
reflection activities. Based on the implementation of the Team Game Tournamnet Model,
to increase students' learning motivation, students get learning outcomes, namely Cycle I
with an average of 59.4 because students are still not familiar with the TGT Model. The
increase in the acquisition of learning outcomes occurs in Cycle II with an average of 68.6
because students have started interested in the TGT Model and enthusiastic about
participating in learning, In Cycle III there was a significant increase with evidence of
obtaining learning outcomes with an average of 88.7 because students were used to the fun
TGT Model and significantly increased learning motivation. So it can be said that the
application of the Team Game Tournament Model in PKN lessons on Pancasila material
can increase student motivation and enthusiasm.