The Effectiveness of the Teams Games Tournament Cooperative Learning Strategies in Qira'ah Jahriyah | faʿāliyat istikhdām istirātījiyyat al-taʿallum al-taʿāwunī binawʿ jawlāt ʾalʿāb al-farīq fī tadrīs al-qirāʾah al-jahriyyah

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Abstract
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Learning strategies are one of the key components in the teaching and learning process. Numerous studies have stated that the Teams Games Tournament (TGT), which is a part of cooperative learning strategies, has proven effective in improving student learning outcomes. However, its application in teaching Qira'ah Jahriyah (reading aloud) has not been widely explored. Therefore, researchers conducted a study at MTs.S Pondok Pesantren Al-Muttaqin Balai Belo Agam to determine the effectiveness of the TGT strategy in learning Qira'ah Jahriyah. The research employed a quantitative approach with experimental methods and utilized a Quasi-Experimental Design with purposive sampling. The sample consisted of 8th-grade students divided into two classes. Data collection was conducted using tests, and data analysis was performed using the t-test in SPSS 22. In the experimental class, the minimum posttest score was 75 and the maximum was 95, with a mean of 83.21. In the control class, the minimum score was 60 and the maximum was 85, with a mean of 73.57. The results showed that the t-test, Sig (2-tailed) 0.000 < 0.05, indicating a significant influence of the TGT cooperative learning strategy on the Qira'ah Jahriyah learning outcomes of 8th-grade students at MTs.S Al-Muttaqin Islamic Boarding School, Balai Belo Agam.

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Technology-based learning media has an important role in increasing learning motivation and student learning outcomes, one of which is web-based blooket media. Blooket media provides the pleasure of learning while providing learning challenges, activates student learning, and has relevance to the basic values of the independent learning curriculum. This research aims to determine the effect of the blooket media-based team game tournament (TGT) cooperative learning model. on motivation and learning outcomes of Pancasila Education. The research used a quasi-experimental design method with a research population of students at Cimanggung State High School and purposive sampling, the experimental class consisted of 31 people and the control class consisted of 31 people. Data analysis to assess learning outcomes uses paired sample t-test by providing learning outcomes tests in the form of pre-test and post-test, while learning motivation uses Likert scale analysis by providing a Motivation Questionnaire. The results of the research show that the TGT cooperative learning model based on digital blooket media has a higher influence on motivation and learning outcomes, compared to non-digital blooket TGT in Pancasila Education. The experimental class learning motivation interval score was 94% (very high) and the class interval score control was 54% (High) for experimental class learning outcomes was 77% (high) and for control class learning outcomes was 63% (Medium). with a t-test p-value <0.05 (0.000), indicating a significant effect.

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This experimental research was implemented in two elementary schools, namely SDN Kaduronyo 1 as the experimental class and SDN Palembang 2 as the control class. Before carrying out the research, the conditions must be met: the population and sample must be homogeneous or the same. When the two groups are homogeneous or the same, then normality can be measured by carrying out the normality test. The normality test results showed that the initial questionnaire data for experimental learning outcomes was 0.094> 0.05, the final questionnaire for experimental learning outcomes was 0.088> 5, the significance of the experimental group pretest was 0.034> 0.05, and the post-test experiment was 0.19. Meanwhile, from the results of the normality test for the control class, it was found that the initial questionnaire data for control learning outcomes was 0.200> 0.05, the initial questionnaire for control learning outcomes was 0.200> 0.05, the post-test for the control group 0.200> 0.05 and post-test 0.200> 0.05. So the data from the experimental group are normally distributed. So, the data from the control group are normally distributed. The results of the Contextual Teaching and Learning (CTL) and Teams Games Tournaments (TGT) learning methods on high Physical Fitness can be seen from the calculation of increased student learning outcomes, from 13.3% to 17.8%. There is a significant influence of the Contextual Teaching and Learning (CTL) and Teams Games Tournaments (TGT) learning methods on Physical Fitness; this can be seen from the results of the independent sample t-test calculation on learning outcomes it can be seen that the price is sig = 0.001 with a significance level of 0.05. Thus the probability is smaller than 0.05. This fact shows that the variance of learning outcomes between the experimental and control classes has a significant effect.

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