Improving Students’ Motivation and Achivement Through Informal Cooperative Learning Model On “Kar-Karan” Game in Social Science Subject Kar-Karan (Indonesian Traditional Game) In Motivating Students Achievement
Purpose: the research was to improve students' motivation and achievement in social subject of class VII/C
Junior High School 5 Jombang by using informal cooperative learning model on “kar-karan” game. This action
research applied Hopkins design. It included as classroom action research that collaborate the researcher and
teachers.
Method: This research was designed in two cycles in which each cycle consisted of three meetings. The data
were collected by test, observation and rating scale.
Findings: The findings of the research revealed that there was an improvement of students’ motivation during
teaching and learning process. It showed that out of 36 students, 70% on the first cycle was motivated and
increased 90% on the second cycle. Moreover, there was an improvement of the students’ mean score from
Cycle 1 and Cycle 2. The mean of score in Cycle 1 was 77.08, while the second cycle was 83.61. It implied that
all students had achieved 75 as predetermined KKM. Likewise, this research is proposed to provide theoretical
and practical contributions to the teaching and learning of Social Science subject.
Significance: Theoretically, it is likely to be a new insight on the teaching of Social Science subject by using
“Kar-karan” Game. Practically, it is expected to be worthy for teachers in using this informal cooperative
model.
The Game Sense Approach focuses on the Teaching Games for Understanding (TGfU) model which uses modified games and activities to develop students' skills in decision making, problem solving, and understanding. This student-centered approach encourages communication and involvement of all students. Lessons focus more on movement and playing the game than practicing techniques. The TGfU model provides inquiry-based learning where students can create their own understandings and skills while actively participating. Game sense consolidates physical, intellectual, and social learning to provide positive experiences in physical education.
The document discusses the Game Sense approach to teaching physical education. It explains that Game Sense is a student-centered approach that focuses on playing modified games to develop skills like decision making and problem solving, rather than separate skill drills. It places students at the center of learning through questioning rather than direct instruction. The approach has benefits like promoting positive attitudes, considering student needs, and allowing critical thinking. It also aligns well with the NSW PDHPE curriculum's emphasis on skills like collaboration. In conclusion, the teacher believes Game Sense is the best approach for developing well-rounded students and ensuring PE is enjoyable for all ability levels.
- Game sense is a pedagogical approach used to teach games and sports that focuses on student-centered learning and developing tactical awareness through game play rather than technical skills. It allows students to learn at their own pace through exploration and problem-solving.
- Fundamental movement skills are the basic building blocks for physical activity and include skills like running, jumping, throwing, and catching. These skills should be taught sequentially from initial to formative to mature stages for students to develop competency.
- Implementing a game sense approach in physical education offers benefits like developing students' confidence and competence in physical activity, encouraging participation, and helping students appreciate movement.
Improving Students’ Achievement of Social Science By Using Jigsaw Cooperative...iosrjce
This study was aimed at determining the students’ achievement of Social Science at the Fifth Grade
of State Primary School Bukittinggi, West Sumatera. This study was based on the problem that the students did
not reach the standard minimum criteria score which was determined 70. The classroom action research was
used in this study by using Jigsaw Cooperative Learning Model. The finding showed that there was an increase
on the teachers’ teaching skills and students’ achievement. The average score of teachers’ teaching skills in the
first cycle was 2.6, the second cycle was 2.8 and the third cycle was 3.4 with a very good category. The
students’ score was increased steadily from 67.9% (first cycle), to 75% (cycle II) and the final 92.5% (cycle III).
This suggests that the use of Jigsaw Cooperative Learning Model improved students’ achievement of Social
Science
Many educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand an education concept quickly through experiential learning, where they manage and solve problems in a real situation. This study is focusing on the evaluation of a board game, namely Global Zakat Game (GZG) as an edutainment tool among various levels of users at learning institutions in Malaysia. The respondents were purposively selected from a Malaysian national competition organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as an edutainment tool in increasing their understanding on Zakat theories and practice. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and practice between high (4.65) and moderate high (3.95) of mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning and learning by doing.
The results of the mathematics learning of junior high school students have not been satisfactory. This is due to the low understanding of students' mathematical concepts. The purpose of this research is to identify the influence of cooperative learning model and learning style towards the understanding of the mathematical concepts of Junior High School students. The method is factorial experiments with 2 x 3 and sample of the study is 60 students of 8th grade junior high school. The analysis results of variance (ANOVA) indicate the following: the use of cooperative learning model of type Student Team Achievement Division influenced the understanding of the mathematical concepts significantly, there is an significant influence of the learning style towards an understanding of mathematical concepts, and there is also a significant influence of the interaction of cooperative learning model of type Student Team Achievement Division and learning style towards the understanding of mathematical concepts. So it can be concluded that the cooperative learning model can improve understanding of students' mathematical concepts and learning styles is a individual differences of learning students in absorbing mathematics subject matter. We hope that this study can be beneficial for further research to improve student’s achievements in mathematics.
Play-based learning involves using play as a context for learning. It can be child-initiated or include teacher support. Research shows play-based learning enhances academic and developmental outcomes compared to direct instruction and helps develop skills like problem solving, collaboration, and language. Play can take different forms along a continuum from free play which is child-directed to guided play where teachers are involved. Both have benefits and an optimal program includes opportunities for both. Play supports learning in all areas and developing skills needed for the 21st century like creativity and critical thinking in a way direct instruction cannot.
Game Sense, also known as TGfU (Teaching Games for Understanding), is a student-centered approach to physical education that focuses on learning through game play rather than techniques. It encourages students to connect their skills to game requirements. Game Sense considers individual student attributes and allows them to use problem-solving skills during games. It progresses learning from basic movement knowledge to complex decision making, with the student rather than teacher as the main decision maker. Benefits include increased participation, motivation, and tailoring for diverse abilities.
The Game Sense Approach focuses on the Teaching Games for Understanding (TGfU) model which uses modified games and activities to develop students' skills in decision making, problem solving, and understanding. This student-centered approach encourages communication and involvement of all students. Lessons focus more on movement and playing the game than practicing techniques. The TGfU model provides inquiry-based learning where students can create their own understandings and skills while actively participating. Game sense consolidates physical, intellectual, and social learning to provide positive experiences in physical education.
The document discusses the Game Sense approach to teaching physical education. It explains that Game Sense is a student-centered approach that focuses on playing modified games to develop skills like decision making and problem solving, rather than separate skill drills. It places students at the center of learning through questioning rather than direct instruction. The approach has benefits like promoting positive attitudes, considering student needs, and allowing critical thinking. It also aligns well with the NSW PDHPE curriculum's emphasis on skills like collaboration. In conclusion, the teacher believes Game Sense is the best approach for developing well-rounded students and ensuring PE is enjoyable for all ability levels.
- Game sense is a pedagogical approach used to teach games and sports that focuses on student-centered learning and developing tactical awareness through game play rather than technical skills. It allows students to learn at their own pace through exploration and problem-solving.
- Fundamental movement skills are the basic building blocks for physical activity and include skills like running, jumping, throwing, and catching. These skills should be taught sequentially from initial to formative to mature stages for students to develop competency.
- Implementing a game sense approach in physical education offers benefits like developing students' confidence and competence in physical activity, encouraging participation, and helping students appreciate movement.
Improving Students’ Achievement of Social Science By Using Jigsaw Cooperative...iosrjce
This study was aimed at determining the students’ achievement of Social Science at the Fifth Grade
of State Primary School Bukittinggi, West Sumatera. This study was based on the problem that the students did
not reach the standard minimum criteria score which was determined 70. The classroom action research was
used in this study by using Jigsaw Cooperative Learning Model. The finding showed that there was an increase
on the teachers’ teaching skills and students’ achievement. The average score of teachers’ teaching skills in the
first cycle was 2.6, the second cycle was 2.8 and the third cycle was 3.4 with a very good category. The
students’ score was increased steadily from 67.9% (first cycle), to 75% (cycle II) and the final 92.5% (cycle III).
This suggests that the use of Jigsaw Cooperative Learning Model improved students’ achievement of Social
Science
Many educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand an education concept quickly through experiential learning, where they manage and solve problems in a real situation. This study is focusing on the evaluation of a board game, namely Global Zakat Game (GZG) as an edutainment tool among various levels of users at learning institutions in Malaysia. The respondents were purposively selected from a Malaysian national competition organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as an edutainment tool in increasing their understanding on Zakat theories and practice. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and practice between high (4.65) and moderate high (3.95) of mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning and learning by doing.
The results of the mathematics learning of junior high school students have not been satisfactory. This is due to the low understanding of students' mathematical concepts. The purpose of this research is to identify the influence of cooperative learning model and learning style towards the understanding of the mathematical concepts of Junior High School students. The method is factorial experiments with 2 x 3 and sample of the study is 60 students of 8th grade junior high school. The analysis results of variance (ANOVA) indicate the following: the use of cooperative learning model of type Student Team Achievement Division influenced the understanding of the mathematical concepts significantly, there is an significant influence of the learning style towards an understanding of mathematical concepts, and there is also a significant influence of the interaction of cooperative learning model of type Student Team Achievement Division and learning style towards the understanding of mathematical concepts. So it can be concluded that the cooperative learning model can improve understanding of students' mathematical concepts and learning styles is a individual differences of learning students in absorbing mathematics subject matter. We hope that this study can be beneficial for further research to improve student’s achievements in mathematics.
Play-based learning involves using play as a context for learning. It can be child-initiated or include teacher support. Research shows play-based learning enhances academic and developmental outcomes compared to direct instruction and helps develop skills like problem solving, collaboration, and language. Play can take different forms along a continuum from free play which is child-directed to guided play where teachers are involved. Both have benefits and an optimal program includes opportunities for both. Play supports learning in all areas and developing skills needed for the 21st century like creativity and critical thinking in a way direct instruction cannot.
Game Sense, also known as TGfU (Teaching Games for Understanding), is a student-centered approach to physical education that focuses on learning through game play rather than techniques. It encourages students to connect their skills to game requirements. Game Sense considers individual student attributes and allows them to use problem-solving skills during games. It progresses learning from basic movement knowledge to complex decision making, with the student rather than teacher as the main decision maker. Benefits include increased participation, motivation, and tailoring for diverse abilities.
Many educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand an education concept quickly through experiential learning, where they manage and solve problems in a real situation. This study is focusing on the evaluation of a board game, namely Global Zakat Game (GZG) as an edutainment tool among various levels of users at learning institutions in Malaysia. The respondents were purposively selected from a Malaysian national competition organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as an edutainment tool in increasing their understanding on Zakat theories and practice. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and practice between high (4.65) and moderate high (3.95) of mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning and learning by doing.
This research is aimed at finding out: 1) the influence of discovery learning model with RME approach on Mathematics learning achievement; 2) the influence of interpersonal intelligence on Mathematics learning achievement; 3) the interaction between discovery learning model with RME approach and interpersonal intelligence on Mathematics learning achievement. The research was conducted at one of the state Elementary Schools in Banjarsari sub-district, Surakarta. The method used in this research was quasiexperimental method with 2x3 factorial design. Hypothesis test was done by two-way variance ANOVA test with different cells. It can be concluded that the discovery learning model with RME approach gives better influence on the Mathematics learning achievement than the direct learning model. Students having high interpersonal intelligence category get better Mathematics learning achievement than those having medium and low category. The students having medium interpersonal intelligence get better Mathematics achievement than those having low category. There is no interaction between learning model and interpersonal intelligence on Mathematics learning achievement.
The aims of research consist of the following (1) to know need analyze teaching materials related to the matter on writing kid stories in the fourth grade of elementary school, (2) to develop teaching material on writing kid stories based on contextual. The study employs descriptive qualitative and evaluative method which the data are collected by interview, observation, document analysis, and Forum Group Discussions (FGD), questionnaire, and test. Result of the research (1) The teachers still need the addition of teaching materials on writing kid stories as support, (2) Teachers need the new innovation about the developing og teaching materials on writing kid stories. Teaching materials on writing kid stories on contextual basis which can help the teachers as the teaching media in enlanging the sight on writing kid stories and the students are motivated in expressing idea, opinion and mind in a story. The results of the development of teaching materials to writing kid stories based on contextual grade 4th can be received well by learners.
The document summarizes effective teaching practices shared by award-winning secondary teachers. It discusses six common practices: 1) "chunking" content into logical segments, 2) creating student buy-in and choice in lessons, 3) providing a safe classroom environment, 4) developing lessons incorporating different learning styles, 5) encouraging higher-level thinking, and 6) building student relationships. It provides examples of how teachers implement these practices, such as breaking down complex sentences, using jigsaw groups, and establishing sustained silent reading time.
PP Presentation for Assignment 2 Weebly - Christie AndersonChristieAnderson11
The document discusses the game sense approach to teaching physical education classes. It explains that the traditional skills and drills method is outdated, while the game sense approach focuses on embedding skills within game contexts to develop technique, decision making, and tactical skills. The key features are using games and modifications to achieve learning outcomes while developing fundamental movement skills. The game sense approach creates a more inclusive and enjoyable learning environment that promotes critical thinking and participation for all students.
The Comparative Study Between The Cooperative Learning Model Of Numbered Head...iosrjce
This research aims to explain the differences between the cooperative learning model of Numbered
Heads Together (NHT) and Student Team Achievement Division (STAD) to the learning achievement of the
eighth grade students in social subject at SMP Negeri 5 Jombang. The population in this study was 66 students
of the eight grade students in which 33 students from class VIII H. and 33 students from class VIII F. The data
were collected by using observation, interviews and tests. This research applied T-test for data analysis.
The results showed that there is significantly difference on learning achievement of the eighth grade social
studies at SMP Negeri 5 Jombang who are taught by using the cooperative learning model of NHT and STAD.
The result showed that tcount was 2.763, it is higher than the coefficient of table 1.998 at the 5% level of
significant (α) on the value of (df) = (33-1)(33-1) is 64. It implied that tcount> ttable in which 2.763 > 1.998,
therefore, the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. Finally, It can be
concluded that there is significant difference of the cooperative learning Model of Numbered Heads Together
(NHT) And Student Team Achievement Division (STAD) to the learning achievement of the Eighth Grade
Student in Social Subject at SMP Negeri 5 Jombang
One objective of mathematics learning is to solve problem and to communicate idea to get a solution. Human life is inseparable from social activity, including cooperation. Similarly, in mathematics learning sometimes students need friends to discuss with in solving mathematics problem. Cooperative learning model can be an alternative to bridge the difficulty the students encounter. The objective of research was to identify the impact of Think Pair Share type of Cooperative learning model on mathematics learning in elementary school. This study was a descriptive qualitative research. The subject of research was the fifth graders of three elementary schools in Karangpandan Sub District. Techniques of collecting data used were observation, interview, and documentation. Observation was conducted to observe the learning process using Think Pair Share-type of cooperative learning, interview to find out the impression and the impact the students experience, and documentation to find out the group’s work. The conclusion of research showed that there are some impacts found in mathematics learning using Think Pair Share type of cooperative learning related to: (1) group establishment; (2) learning environment; (3) learning achievement; (4) student participation; (5) information exchange; and (6) interpersonal relation.
The document discusses the concept of Game Sense (GS) as an approach to teaching physical education. GS focuses on less structured learning that gives students freedom to develop game techniques on their own. It is cited as being more beneficial than other approaches like Teaching Games for Understanding. Studies have found GS improves student engagement and understanding of games. GS aligns with objectives in curriculums like developing communication and decision making in sports. The approach allows students to explore their thinking strategies and physical responses in a range of activities.
Critical thinking of students is needed in 21st century learning, the fact is the acquisition in the field is still low. Therefore this study aims to improve students' critical thinking skills using the inquiry model assisted with the ethnoconstructivism module. Methodology uses a quantitative design of a quasi-experimental pretest-posttest non-equivalent control group design with a total sample of 64 students taken by purposive sampling technique. There were significant differences in terms of students' critical thinking between the control class and the experimental class. It can be underlined that the inquiry model with ethnoconstructivism has a significant influence on the way students think about cultural values compared to traditional groups.
Game Sense is an approach to teaching physical education that was developed in the late 1900s as an alternative to the traditional techniques-focused model of sports instruction. It emphasizes tactical awareness and understanding how games are actually played through modifying rules and parameters to focus on skills development in a realistic game environment. Students learn through practice and questioning rather than direct instruction, fostering student-centered learning and inclusion of students across ability levels. The Game Sense approach supports progressive learning and helps students investigate tactics and problem-solving within games.
Game sense learning is a student-centered pedagogy that uses games as the focus of learning sessions. It encourages critical thinking about games to develop skills and understanding. The approach links to the PDHPE syllabus by building fundamental movement skills through engaging game play. The author believes game sense learning is an effective way to develop understanding of games. It can benefit students by improving cognitive skills, self-esteem, and providing a foundation for active lifestyles.
There are two main approaches to teaching physical education - the traditional skills-based approach and the game sense approach. The traditional approach focuses on building skills through drills before playing games, while the game sense approach places students at the center of learning by modifying full games into smaller tasks. It uses questioning to encourage strategic thinking and problem solving among students. Game sense develops both fundamental movement skills and higher-order thinking by engaging students in active learning through modified games. It also promotes cooperation by ensuring all students can participate.
Game Sense is a student-centered teaching approach used in physical education that focuses on modified games to encourage problem solving, decision making, and tactical awareness. It emphasizes learning skills and strategies through game play instead of isolated skill drills. Research shows that Game Sense helps students develop physically literate while having fun, and promotes positive social and cognitive development. The document examines the benefits and goals of Game Sense, and how it aligns with the NSW PDHPE curriculum requirements for developing movement skills, decision making, and participation in games.
This research aimed to analyze the effectivity of students’ worksheet based on multiple representation in order to increase creative thinking skills for second years students of junior high school. It used quasi-experiment with nonequivalent control group design. The population of this research was students of class VII SMPN 3 Langsa, academic year of 2017/2018. Then, the samples were students of class VII-1 and VII-2 elected using simple random sampling method. Basically, the effectivity can be seen from students’ creative thinking skills analyzed by using average n-gain and independent sample T test. Furthermore, the result showed that there was an average difference for n-gain and significant score between control class and experiment class. Therefore, the students’ worksheet based on multiple representations can be used for increasing creative thinking skills of students.
This document discusses Game Sense, an approach to teaching physical education through modified games. It focuses on developing tactical awareness, decision making, and fundamental skills over technical techniques. Game Sense allows students to learn at their own level through modified games. It emphasizes full participation and engagement for all students. The document also discusses how Game Sense can be used to develop fundamental movement skills and help students meet learning outcomes in the physical education curriculum around communication, decision making, interaction, movement, and problem solving. It argues that Game Sense is an effective approach for developing both physical and intellectual skills in students.
The game sense approach to teaching physical education emphasizes learning skills within the game environment rather than practicing skills individually. It utilizes modified games to target specific skills while creating a safer and more inclusive learning environment. Fundamental movement skills like running, jumping, throwing and catching are broken into categories and taught through game sense by having students acquire the skills within a game scenario rather than in isolation. Implementing game sense pedagogies effectively involves gradually increasing the challenge of games as skills are mastered to build students' confidence and engagement.
Game Sense is a student-centered, inquiry-based approach to teaching physical education and sports skills based on modified games. It emphasizes social interaction, achievement, and student autonomy. The teacher acts as a facilitator rather than director of learning, using questioning to stimulate critical thinking. Game Sense aligns with constructivist learning theories and the NSW PDHPE curriculum outcomes by developing movement skills, interpersonal skills, and lifelong participation in physical activity.
The Implementation of Talking Chips and Fan-N-Pick Cooperative Learning Model...inventionjournals
This study is aimed to describe how Talking Chips and Fan-N-Pick learning model to improve VIII D class students’ motivation and learning outcomes at SMP Kristen Citra Bangsa Kota Kupang. The study is a Classroom Action Research (CAR) study. The study consists of four phases, i.e. plan, action, observation, and reflection. The phases in CAR are conducted in 2 cycles. The subject of the study is 20 VIII D class students of SMP Kristen Citra Bangsa Kota Kupang. The collected data consists of students’ motivation and learning result test. The result of the study shows that there is an improvement on students’ motivation in the first cycle and the high criteria is improved to very high criteria in the end of the second cycle. The improvement is also occurred in students’ learning outcome and implementation whether it is from the students or the teacher.
Game sense is a student-centered approach to teaching physical education that focuses on developing skills and tactics through play rather than traditional teacher-directed instruction or drills. It emphasizes decision making, communication, problem solving and movement skills. Game sense allows students to develop at their own pace in an inclusive and enjoyable environment. It has been shown to increase student motivation and participation while catering to varying abilities. The approach aligns well with the PDHPE syllabus by engaging students in a variety of games and modified sports to practice skills while also encouraging teamwork and social interaction.
The purpose of this research was to study the procedure of think pair share, the type of cooperative learning models, which can be implemented in mathematics instruction in Manokwari, West Papua Indonesia. This study was conducted at Senior High School in Manokwari (SMA Negeri 1), Manokwari West Papua Indonesia. The research was carried out using research and development methods. The Think Pair Share learning model was modified to get the procedure of implementation in accordance with the characteristics of students studying mathematics in Manokwari, West Papua. The results of the research showed that there were two principals in the application of the think pair share model in mathematics instruction in Manokwari West Papua, selection of group members and the determination of the number of group members. Students individually start thinking of finding answers to the assignment submitted. Group members must consist of students who already know each other well, but should not to have a similar level of knowledge, while the number of group members must start from two students.
The document provides a syllabus for a lesson on understanding procedure texts. It includes the competency standards, basic competences, character building values, indicators of achievement, materials (including an example procedure text on making barbecued beef ribs), and exercises. The exercises test comprehension of the example text and its purpose, structure, vocabulary and details.
Many educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand an education concept quickly through experiential learning, where they manage and solve problems in a real situation. This study is focusing on the evaluation of a board game, namely Global Zakat Game (GZG) as an edutainment tool among various levels of users at learning institutions in Malaysia. The respondents were purposively selected from a Malaysian national competition organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as an edutainment tool in increasing their understanding on Zakat theories and practice. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and practice between high (4.65) and moderate high (3.95) of mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning and learning by doing.
This research is aimed at finding out: 1) the influence of discovery learning model with RME approach on Mathematics learning achievement; 2) the influence of interpersonal intelligence on Mathematics learning achievement; 3) the interaction between discovery learning model with RME approach and interpersonal intelligence on Mathematics learning achievement. The research was conducted at one of the state Elementary Schools in Banjarsari sub-district, Surakarta. The method used in this research was quasiexperimental method with 2x3 factorial design. Hypothesis test was done by two-way variance ANOVA test with different cells. It can be concluded that the discovery learning model with RME approach gives better influence on the Mathematics learning achievement than the direct learning model. Students having high interpersonal intelligence category get better Mathematics learning achievement than those having medium and low category. The students having medium interpersonal intelligence get better Mathematics achievement than those having low category. There is no interaction between learning model and interpersonal intelligence on Mathematics learning achievement.
The aims of research consist of the following (1) to know need analyze teaching materials related to the matter on writing kid stories in the fourth grade of elementary school, (2) to develop teaching material on writing kid stories based on contextual. The study employs descriptive qualitative and evaluative method which the data are collected by interview, observation, document analysis, and Forum Group Discussions (FGD), questionnaire, and test. Result of the research (1) The teachers still need the addition of teaching materials on writing kid stories as support, (2) Teachers need the new innovation about the developing og teaching materials on writing kid stories. Teaching materials on writing kid stories on contextual basis which can help the teachers as the teaching media in enlanging the sight on writing kid stories and the students are motivated in expressing idea, opinion and mind in a story. The results of the development of teaching materials to writing kid stories based on contextual grade 4th can be received well by learners.
The document summarizes effective teaching practices shared by award-winning secondary teachers. It discusses six common practices: 1) "chunking" content into logical segments, 2) creating student buy-in and choice in lessons, 3) providing a safe classroom environment, 4) developing lessons incorporating different learning styles, 5) encouraging higher-level thinking, and 6) building student relationships. It provides examples of how teachers implement these practices, such as breaking down complex sentences, using jigsaw groups, and establishing sustained silent reading time.
PP Presentation for Assignment 2 Weebly - Christie AndersonChristieAnderson11
The document discusses the game sense approach to teaching physical education classes. It explains that the traditional skills and drills method is outdated, while the game sense approach focuses on embedding skills within game contexts to develop technique, decision making, and tactical skills. The key features are using games and modifications to achieve learning outcomes while developing fundamental movement skills. The game sense approach creates a more inclusive and enjoyable learning environment that promotes critical thinking and participation for all students.
The Comparative Study Between The Cooperative Learning Model Of Numbered Head...iosrjce
This research aims to explain the differences between the cooperative learning model of Numbered
Heads Together (NHT) and Student Team Achievement Division (STAD) to the learning achievement of the
eighth grade students in social subject at SMP Negeri 5 Jombang. The population in this study was 66 students
of the eight grade students in which 33 students from class VIII H. and 33 students from class VIII F. The data
were collected by using observation, interviews and tests. This research applied T-test for data analysis.
The results showed that there is significantly difference on learning achievement of the eighth grade social
studies at SMP Negeri 5 Jombang who are taught by using the cooperative learning model of NHT and STAD.
The result showed that tcount was 2.763, it is higher than the coefficient of table 1.998 at the 5% level of
significant (α) on the value of (df) = (33-1)(33-1) is 64. It implied that tcount> ttable in which 2.763 > 1.998,
therefore, the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. Finally, It can be
concluded that there is significant difference of the cooperative learning Model of Numbered Heads Together
(NHT) And Student Team Achievement Division (STAD) to the learning achievement of the Eighth Grade
Student in Social Subject at SMP Negeri 5 Jombang
One objective of mathematics learning is to solve problem and to communicate idea to get a solution. Human life is inseparable from social activity, including cooperation. Similarly, in mathematics learning sometimes students need friends to discuss with in solving mathematics problem. Cooperative learning model can be an alternative to bridge the difficulty the students encounter. The objective of research was to identify the impact of Think Pair Share type of Cooperative learning model on mathematics learning in elementary school. This study was a descriptive qualitative research. The subject of research was the fifth graders of three elementary schools in Karangpandan Sub District. Techniques of collecting data used were observation, interview, and documentation. Observation was conducted to observe the learning process using Think Pair Share-type of cooperative learning, interview to find out the impression and the impact the students experience, and documentation to find out the group’s work. The conclusion of research showed that there are some impacts found in mathematics learning using Think Pair Share type of cooperative learning related to: (1) group establishment; (2) learning environment; (3) learning achievement; (4) student participation; (5) information exchange; and (6) interpersonal relation.
The document discusses the concept of Game Sense (GS) as an approach to teaching physical education. GS focuses on less structured learning that gives students freedom to develop game techniques on their own. It is cited as being more beneficial than other approaches like Teaching Games for Understanding. Studies have found GS improves student engagement and understanding of games. GS aligns with objectives in curriculums like developing communication and decision making in sports. The approach allows students to explore their thinking strategies and physical responses in a range of activities.
Critical thinking of students is needed in 21st century learning, the fact is the acquisition in the field is still low. Therefore this study aims to improve students' critical thinking skills using the inquiry model assisted with the ethnoconstructivism module. Methodology uses a quantitative design of a quasi-experimental pretest-posttest non-equivalent control group design with a total sample of 64 students taken by purposive sampling technique. There were significant differences in terms of students' critical thinking between the control class and the experimental class. It can be underlined that the inquiry model with ethnoconstructivism has a significant influence on the way students think about cultural values compared to traditional groups.
Game Sense is an approach to teaching physical education that was developed in the late 1900s as an alternative to the traditional techniques-focused model of sports instruction. It emphasizes tactical awareness and understanding how games are actually played through modifying rules and parameters to focus on skills development in a realistic game environment. Students learn through practice and questioning rather than direct instruction, fostering student-centered learning and inclusion of students across ability levels. The Game Sense approach supports progressive learning and helps students investigate tactics and problem-solving within games.
Game sense learning is a student-centered pedagogy that uses games as the focus of learning sessions. It encourages critical thinking about games to develop skills and understanding. The approach links to the PDHPE syllabus by building fundamental movement skills through engaging game play. The author believes game sense learning is an effective way to develop understanding of games. It can benefit students by improving cognitive skills, self-esteem, and providing a foundation for active lifestyles.
There are two main approaches to teaching physical education - the traditional skills-based approach and the game sense approach. The traditional approach focuses on building skills through drills before playing games, while the game sense approach places students at the center of learning by modifying full games into smaller tasks. It uses questioning to encourage strategic thinking and problem solving among students. Game sense develops both fundamental movement skills and higher-order thinking by engaging students in active learning through modified games. It also promotes cooperation by ensuring all students can participate.
Game Sense is a student-centered teaching approach used in physical education that focuses on modified games to encourage problem solving, decision making, and tactical awareness. It emphasizes learning skills and strategies through game play instead of isolated skill drills. Research shows that Game Sense helps students develop physically literate while having fun, and promotes positive social and cognitive development. The document examines the benefits and goals of Game Sense, and how it aligns with the NSW PDHPE curriculum requirements for developing movement skills, decision making, and participation in games.
This research aimed to analyze the effectivity of students’ worksheet based on multiple representation in order to increase creative thinking skills for second years students of junior high school. It used quasi-experiment with nonequivalent control group design. The population of this research was students of class VII SMPN 3 Langsa, academic year of 2017/2018. Then, the samples were students of class VII-1 and VII-2 elected using simple random sampling method. Basically, the effectivity can be seen from students’ creative thinking skills analyzed by using average n-gain and independent sample T test. Furthermore, the result showed that there was an average difference for n-gain and significant score between control class and experiment class. Therefore, the students’ worksheet based on multiple representations can be used for increasing creative thinking skills of students.
This document discusses Game Sense, an approach to teaching physical education through modified games. It focuses on developing tactical awareness, decision making, and fundamental skills over technical techniques. Game Sense allows students to learn at their own level through modified games. It emphasizes full participation and engagement for all students. The document also discusses how Game Sense can be used to develop fundamental movement skills and help students meet learning outcomes in the physical education curriculum around communication, decision making, interaction, movement, and problem solving. It argues that Game Sense is an effective approach for developing both physical and intellectual skills in students.
The game sense approach to teaching physical education emphasizes learning skills within the game environment rather than practicing skills individually. It utilizes modified games to target specific skills while creating a safer and more inclusive learning environment. Fundamental movement skills like running, jumping, throwing and catching are broken into categories and taught through game sense by having students acquire the skills within a game scenario rather than in isolation. Implementing game sense pedagogies effectively involves gradually increasing the challenge of games as skills are mastered to build students' confidence and engagement.
Game Sense is a student-centered, inquiry-based approach to teaching physical education and sports skills based on modified games. It emphasizes social interaction, achievement, and student autonomy. The teacher acts as a facilitator rather than director of learning, using questioning to stimulate critical thinking. Game Sense aligns with constructivist learning theories and the NSW PDHPE curriculum outcomes by developing movement skills, interpersonal skills, and lifelong participation in physical activity.
The Implementation of Talking Chips and Fan-N-Pick Cooperative Learning Model...inventionjournals
This study is aimed to describe how Talking Chips and Fan-N-Pick learning model to improve VIII D class students’ motivation and learning outcomes at SMP Kristen Citra Bangsa Kota Kupang. The study is a Classroom Action Research (CAR) study. The study consists of four phases, i.e. plan, action, observation, and reflection. The phases in CAR are conducted in 2 cycles. The subject of the study is 20 VIII D class students of SMP Kristen Citra Bangsa Kota Kupang. The collected data consists of students’ motivation and learning result test. The result of the study shows that there is an improvement on students’ motivation in the first cycle and the high criteria is improved to very high criteria in the end of the second cycle. The improvement is also occurred in students’ learning outcome and implementation whether it is from the students or the teacher.
Game sense is a student-centered approach to teaching physical education that focuses on developing skills and tactics through play rather than traditional teacher-directed instruction or drills. It emphasizes decision making, communication, problem solving and movement skills. Game sense allows students to develop at their own pace in an inclusive and enjoyable environment. It has been shown to increase student motivation and participation while catering to varying abilities. The approach aligns well with the PDHPE syllabus by engaging students in a variety of games and modified sports to practice skills while also encouraging teamwork and social interaction.
The purpose of this research was to study the procedure of think pair share, the type of cooperative learning models, which can be implemented in mathematics instruction in Manokwari, West Papua Indonesia. This study was conducted at Senior High School in Manokwari (SMA Negeri 1), Manokwari West Papua Indonesia. The research was carried out using research and development methods. The Think Pair Share learning model was modified to get the procedure of implementation in accordance with the characteristics of students studying mathematics in Manokwari, West Papua. The results of the research showed that there were two principals in the application of the think pair share model in mathematics instruction in Manokwari West Papua, selection of group members and the determination of the number of group members. Students individually start thinking of finding answers to the assignment submitted. Group members must consist of students who already know each other well, but should not to have a similar level of knowledge, while the number of group members must start from two students.
The document provides a syllabus for a lesson on understanding procedure texts. It includes the competency standards, basic competences, character building values, indicators of achievement, materials (including an example procedure text on making barbecued beef ribs), and exercises. The exercises test comprehension of the example text and its purpose, structure, vocabulary and details.
Preparing and using achievement tests test specificationOmar Jacalne
The document discusses preparing and using achievement tests, including specifying instructional objectives, preparing test specifications, and constructing and administering relevant test items. It provides details on steps for developing a table of specifications that outlines the learning outcomes and subject matter to be assessed. Examples of verbs for defining objectives, guidelines for test item placement, and sample test items are also included to illustrate the concepts.
The document discusses self-motivation and achievement motivation. It states that motivation determines what you do, ability determines what you're capable of, and attitude determines how well you do it. Self-motivation plays a crucial role and is driven by factors like past accomplishments, career goals, expertise, pride, and confidence. Intrinsic motivation comes from within and occurs when individuals set their own goals. Self-motivation is a powerful driver of learning and achievement.
This document describes 11 learning models:
1. Lesson study - A Japanese model where teachers collaboratively plan, teach, observe and reflect on lessons to improve instructional effectiveness.
2. Examples non-examples - A visual method where teachers present examples and non-examples to help students analyze images and apply concepts.
3. Picture and picture - Teachers present pictures to students who must logically sequence them. This allows assessment of individual understanding.
4. Numbered heads together - Students work in groups with assigned numbers and teachers randomly call numbers to promote individual preparation and accountability.
This document discusses achievement tests, which measure how much a student has learned in a particular subject area. Achievement tests are formal assessments designed to evaluate a student's knowledge and mastery of specific topics. The document outlines important characteristics of effective achievement tests, such as reliability, validity, objectivity, specificity, and ease of administration. Achievement tests can be used to evaluate students' strengths and weaknesses, inform teaching, and determine promotion to the next grade level.
This document discusses motivation and achievement motivation in sport. It defines motivation and lists the main motives for participating in sport. It explains achievement motivation and the traits of individuals with high or low achievement motivation (Nach and Naf people). It also discusses approach and avoidance behavior and factors influencing Nach and Naf behavior. Finally, it explains the benefits of goal setting for motivation and provides guidance for setting SMART targets.
1. The document discusses achievement motivation and its relationship to sports psychology. It explores the concepts of need for achievement (n.Ach) and need for avoidance (n.Af) as proposed by Atkinson.
2. Those with high n.Ach seek challenges, value feedback, and attribute outcomes to internal factors like effort. Those with high n.Af avoid challenges and evaluations, and blame external factors for failure.
3. Coaches should encourage approach behaviors like risk-taking associated with high n.Ach, as this is important for success in elite sports requiring challenges.
Motivation is the inner drive that energizes and causes a person to act and persevere towards their goals. There are two main types of motivation: intrinsic motivation, which comes from within a person based on their own interest or enjoyment of an activity; and extrinsic motivation, which comes from external rewards, punishments or incentives to motivate behavior. A motivated person enjoys and is excited about the tasks they do because they are convinced completing them will help them achieve their personal goals.
Achievement tests measure what students have learned after a period of instruction. There are two main types - standardized tests which have uniform procedures and scoring, and teacher-made tests which assess learning in a particular classroom. Standardized tests provide norms and impartial information, while teacher-made tests help evaluate teaching effectiveness but have less accuracy and refinement. Both types of achievement tests are important for measuring student learning outcomes.
This document describes several training games to engage participants at a workshop. Game 1, called "Push the Wall", teaches participants to focus on issues they can influence rather than issues outside their control. Game 2, "Don't Alaap Apna Raag", demonstrates the need for standardization and working towards a common goal. Game 3, "Sky is the Limit", shows participants they can achieve more than they initially think by pushing their limits. The document provides details on setting up and playing each game to convey the intended lessons.
This document discusses cooperative learning instructional strategies and their benefits based on research. It defines cooperative learning as students working in small teams to maximize individual and collective learning. Key aspects include positive interdependence, individual accountability, developing social skills, face-to-face interaction, and group processing. Major researchers such as Johnson, Slavin, and Sharan are discussed and their findings that cooperative learning improves academic performance, social skills, and reduces prejudice. Specific cooperative learning models developed by these researchers are also outlined.
This document provides instructions for several team-building activities that can be used for icebreakers:
- Two Truths and a Lie involves each person sharing two true facts and one lie about themselves for the group to guess which is the lie.
- Speed Dating has pairs discuss topics for 30 seconds before switching partners.
- Beach Ball Game passes a beach ball around with questions written on it that each person must answer when their thumb lands on it.
- Several other activities like the Picnic Name Game, True That Double True, and Silent Line-Up are also described to learn more about each other through games.
Similar to Improving Students’ Motivation and Achivement Through Informal Cooperative Learning Model On “Kar-Karan” Game in Social Science Subject Kar-Karan (Indonesian Traditional Game) In Motivating Students Achievement
This document reviews research on gamification and learning. It begins by defining gamification and identifying its key elements. It then discusses three main areas of research: the impact of gamification on motivation, engagement, and learning outcomes. Regarding motivation, the research shows that extrinsic rewards can undermine intrinsic motivation, and gamification does not motivate all students equally. For engagement, factors like intrinsic motivation, customization, and novelty affect engagement over time. In terms of learning outcomes, some studies link gamification to improved problem-solving and emotions, but its effects depend highly on individual users. Overall, more customized and long-term research is still needed to fully understand gamification's impacts.
This document discusses game sense, an approach to teaching games that focuses on developing tactical, technical and decision-making skills through inquiry-based learning within game situations. It describes game sense as existing in three parts and lists categories of games that can be taught using this approach. The benefits of game sense are also outlined, including social and moral learning, friendship building, identity formation and enjoyment. Finally, the document explains that teaching game sense in primary schools helps students develop important skills for healthy, safe lives like self-management, interpersonal skills, and movement abilities.
Game Base Teaching Model: learning Physics by Gulli-Danda scjoshidat2012
In this paper, a Game Based Teaching Model (GBTM) applying inquiry as a strategy to teach and learn, connecting classroom teaching with real life experiences, is proposed for physics classroom instructions which use traditional games as demonstration tools. It advocates motivating children to learn through their surrounding games.
The Implementation of Quiz-Quiz-Trade and Fan-N-Pick Learning Model to Enhanc...inventionjournals
This classroom action research (CAR) aims to describe the implementation of Quiz-Quiz-Trade and Fan-Pick learning model to enhance social skill and learning outcomes of social studies on 5th grade students in SDN Polehan 1 Malang. This research consists of two cycles. The subject of this research is39 students that consist of 20 males and 19 females. The data collection are observation sheet, test, questionnaire, interview, and documentation. The result of this research shows that social skills of the students enhance from 75,83% in cycle I to 80,45% in cycle II. The learning outcomes of the students in social studies also enhances from 31,57% in pre-cycle to 55,26% in cycle I, then 81,57% in cycle II.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
Thematic learning, especially thematic integrative, basically requires the optimization of the use of varied learning media so that it will help students in understanding the concepts of material which are abstract. Therefore, the use of learning media is important in learning. This study aims to reveal: 1) the eligibility of Dakon-themed game media on the topic “Where I Live”, and 2) the effectiveness of Dakon-themed game media in improving the curiosity of grade IV students of elementary school. This development research was conducted in Kulonprogo Regency, Special Region of Yogyakarta, Indonesia and developed the media according to the 10 steps developed by Borg & Gall. The testing subjects consisted of 9 students in the initial field trial phase, 34 students in the main field trial and 74 students in the operational field trial which were divided into experimental and control groups. The data collection was trough tests, expert rating scale and response questionnaire. The effectiveness of the media of media on the theme of topic Where I live in improving the curiosity of analytical students with N-gain, and t-test with an alpha level of 0.05.The results reveal that: (1) the developed Dakon-theme on the topic Where I Live meets the eligibility criteria based on the results of the validation with very feasible criteria; and (2) the developed game is effective in improving curiosity of the fourth grade students of elementary schools.
This document discusses a study that investigated the use of a non-technological game called "Guess and Tell" to teach mathematical concepts of mean and mode to 8th grade students. The game was found to improve student achievement in mathematics equally for both male and female students. While variations existed in achievement levels between genders, they were not statistically significant. The study concluded that non-technological games can effectively improve student learning and are important for all students, regardless of gender.
This document discusses methods for teaching English to preschool and primary school children. It outlines several effective teaching methods, including using games, songs, poems, drawings and physical activities. The document also discusses dividing children into age-appropriate groups and focusing lessons on developmentally appropriate themes. Effective English teaching for young learners follows children's natural developmental stages and engages multiple senses through action-based learning.
This document summarizes research on participatory learning and play. It discusses how work and play are often seen as opposites, but play is important for learning. The research team developed five principles for participatory learning: creativity, co-learning, engagement, relevance, and connections across learning environments. The team implemented professional development programs and after school programs to test these principles. Teachers reported successes with and challenges to applying participatory learning in their classrooms.
The document discusses the game sense approach in PDHPE. Game sense is a student-centered approach that focuses on students' needs and abilities over the importance of technique. It uses game-like conditions to develop skills and is based on constructivist pedagogy of learning through experience and social interaction. Game sense promotes intellectual quality by basing learning on manipulating space and time. It provides a quality learning environment and shows students how learning can be applied to life outside of school. The approach allows students to have fun while developing social, physical and cognitive skills through reflection on game play.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
This document summarizes a proposed cross-sectional study examining the influences of educational gaming on four age groups: elementary school, high school, college, and the workplace. It reviews literature on differing goals, audiences, motivations, methodologies, and environmental influences of educational games. The proposed study would measure self-efficacy outcomes from simulated real-life gaming experiences tailored to each age group, to better understand how motivations and methodologies impact varying audiences. Recommendations include using surveys before and after gameplay to calculate differences in potentials for learning across groups.
The 'Game Sense' approach utilizes games as the focal point of physical education lessons. It allows students to develop physical skills and problem solving abilities through self-directed play. Games are separated into categories like invasion, net/wall, striking/fielding. Students develop locomotor, non-locomotor and manipulative skills. The teacher oversees without instruction so students can modify rules and develop tactical awareness. Reflective questions afterward encourage critical thinking about skill development.
Efforts to Improve Learning Outcomes of Human Social Life in Social Sciences ...M. Ifaldi Sidik
This study aims to obtain information and find out about the Efforts to Increase Learning Outcomes of Human Social Life in Social Sciences Subjects through Jigsaw Learning Models in Class VII / 1 of SMP Negeri 1 Batang Anai. This type of research is classroom action research with research subjects being grade VII / 1 students of SMP Negeri 1 Batang Anai with a total of 32 students. This study consisted of two cycles, where the first cycle was carried out at meetings 1 and 2 and the second cycle was carried out at meetings 3 and 4. Each cycle consisted of four stages of research, namely planning, implementing actions, observing and reflecting. this was obtained from observation sheets, field notes, and test sheets, which analyzed qualitative data using percentages. Based on the results of the study showed that the learning outcomes of students in class VII / 1 using the Jigsaw learning model increased from the initial pre-cycle conditions by 56, the first cycle by 81% and the second cycle by 90%. The conclusion is that using a jigsaw learning model can improve students' social studies learning outcomes in class VII / 1 of SMPN 1 Batang Anai.
Larp in early childhood education_Tanja Lehto (Laurea UAS 2013)Tanja Lehto
How can live action role-playing games be designed for children ages 5 to 6? How take the developmental level and the educational environment into account when planning teaching materials for early childhood education environments?
These are some of the questions I had to ponder on my bachelor's thesis and here is a quick overlook on how I attempted to answer them.
This document summarizes a survey on teachers' use of digital games in the classroom. The key findings are:
1) Most teachers learn about and start using games on their own or from other teachers, rather than through formal training. This shows that adopting digital tools remains teacher-led rather than institutionally supported.
2) There is a lack of common resources for teachers to find best practices for using games. Developers and teachers want better ways to discover appropriate games.
3) The author captured best practices on teachers' game use through interviews. Twelve patterns were identified, such as using roleplaying in literature class. The patterns are meant to be a starting point for an online community where teachers can share experiences.
2 nd international seminar on quality and affordable educationIndarto Indarto
The document discusses a classroom action research study that applied the jigsaw cooperative learning model to improve student learning outcomes in social studies. The study was conducted over 3 cycles with 39 eighth grade students in Jakarta, Indonesia. Results showed improved cognitive and affective outcomes, as well as increased student collaboration and discussion. It was concluded that the jigsaw cooperative learning model helped improve student learning outcomes and develop students' skills when applied to the teaching of social studies.
This document summarizes research on participatory learning and its five core principles:
1) Participants have many chances to exercise creativity through diverse media.
2) Participants adopt an ethos of co-learning and respect each other's skills.
3) Participants experience heightened engagement through meaningful play.
4) Activities feel relevant to learners' identities and interests.
5) An integrated learning system forges connections between formal and informal learning environments.
The research included professional development programs to help teachers implement these principles. Case studies from 11 teachers highlighted successes and challenges of bringing participatory learning into classrooms.
PLAY (Participatory Learning and YOU!) is authored by Erin Reilly, Vanessa Vartabedian, Laurel Felt, and Henry Jenkins. It is an exploration of insights gained from our year-long work with elementary and secondary teachers from the Los Angeles Unified School District as they sought to develop a more participatory environment in their classroom.
Preschool Educational Institutions Teaching Children to Think in Speech Growi...ijtsrd
This document discusses teaching children to think independently through speech development classes in preschool education. It covers how interactive games can be used to develop children's interest, needs, and independent thinking. The document also analyzes different methodologies and techniques used in preschool education to improve children's speech and thinking skills, such as role-playing games, movement games, and collaborative learning activities. It emphasizes that educators should focus on organizing meaningful games to help children learn and reinforce concepts in a fun way.
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How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
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Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Biological screening of herbal drugs: Introduction and Need for
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Improving Students’ Motivation and Achivement Through Informal Cooperative Learning Model On “Kar-Karan” Game in Social Science Subject Kar-Karan (Indonesian Traditional Game) In Motivating Students Achievement
1. IOSR Journal of Research & Method in Education (IOSR-JRME)
e-ISSN: 2320–7388,p-ISSN: 2320–737X Volume 5, Issue 5 Ver. I (Sep. - Oct. 2015), PP 60-69
www.iosrjournals.org
DOI: 10.9790/7388-05516069 www.iosrjournals.org 60 | Page
Improving Students’ Motivation and Achivement Through
Informal Cooperative Learning Model On “Kar-Karan” Game in
Social Science Subject Kar-Karan (Indonesian Traditional Game)
In Motivating Students Achievement
Munawaroh
Economic Education Department STKIP PGRI Jombang
Abstract
Purpose: the research was to improve students' motivation and achievement in social subject of class VII/C
Junior High School 5 Jombang by using informal cooperative learning model on “kar-karan” game. This action
research applied Hopkins design. It included as classroom action research that collaborate the researcher and
teachers.
Method: This research was designed in two cycles in which each cycle consisted of three meetings. The data
were collected by test, observation and rating scale.
Findings: The findings of the research revealed that there was an improvement of students’ motivation during
teaching and learning process. It showed that out of 36 students, 70% on the first cycle was motivated and
increased 90% on the second cycle. Moreover, there was an improvement of the students’ mean score from
Cycle 1 and Cycle 2. The mean of score in Cycle 1 was 77.08, while the second cycle was 83.61. It implied that
all students had achieved 75 as predetermined KKM. Likewise, this research is proposed to provide theoretical
and practical contributions to the teaching and learning of Social Science subject.
Significance: Theoretically, it is likely to be a new insight on the teaching of Social Science subject by using
“Kar-karan” Game. Practically, it is expected to be worthy for teachers in using this informal cooperative
model.
Keywords: Informal Cooperative Learning Model on “Kar-Karan” game, motivation and achievement.
I. Introduction
Social Science (IPS) as a science that describe social phenomena. This subject should be a subject of
interest to the students, so the purpose of social studies curriculum can be realized. To achieve these objectives,
a social studies teacher should implement qualified learning process. Organized quality interactive learning,
inspiring, fun, challenging, motivating the students to actively participate and provide enough space for
innovation, creativity, and independence according to their talents, interests and physical and psychological
development of students (Law 19 of 2005, section 19).
Social Sciences (IPS) is a subject that examines a set of events, facts, concepts and generalizations
related to social issues and citizenship. Social knowledge in elementary school serves to develop the knowledge,
values, attitudes and skills of the students about the community, the nation and state of Indonesia. Social science
aims; (a) teaches the basic concepts of sociology, geography, economics, history, and citizenship through
pedagogical and psychological approach; (b) develop the ability to think critically and creatively, inquiry,
problem solving and social skills; (c) build commitment and awareness of social values and humanity; and (d)
improve the ability to cooperate and compete in a pluralistic society, both national and globally (National
Education Department, 2003).
School-age students at the first level, essentially have the potential to be developed on the basis of
social studies, namely; potential impetus want to know (sense of curiosity), boost interest in attention (sense of
interest), the urge to prove reality (sense of reality), find themselves thrust (sense of discovery), boost adventure
(sense of adventure), and encouragement to face the challenge (sense of challenge) (Sumaatmadja, 2002).
The development of learning strategies in schools did not create IPS atmosphere and the new
conditions, but continued life starts from experience and life experienced by students. According to Piaget
(1963) in Wiraatmadja (2002) that the children in the age group 7-11 years are in the development of intellectual
abilities / cognition in concrete operational level.
The development of social studies learning strategies urgently need appropriate learning models. One
of learning models that is assumed to be applied to learning social studies in middle school is an informal
cooperative learning model kar-karan-type game.
2. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 61 | Page
Theoritical Background
a. Cooperative Learning
Cooperative learning is learning consciously and deliberately, develops successive, fosters interaction
to avoid misunderstanding offense that can lead to hostility. Abdurrahman and Bintoro (2000) concisely say that
"cooperative learning is learning consciously and systematically develop successive interactions grindstones,
compassion penance, and penance foster among fellow students as an exercise in living in a real community."
There are six main phases in the cooperative learning (Arends,1997). Cooperative learning begins with teachers
inform the objectives of learning and motivate students to learn. This phase is followed by the presentation of
information, in the form of text instead of verbal. Next phase is followed the steps in which the students under
the guidance of teachers working together to accomplish tasks that are interdependent. The final phase of
cooperative learning includes group presentation of the final product or test what they have learned by students
and the introduction of group and individual efforts.
Various research findings showed that the cooperative learning model to help teachers and students in
learning social studies better, that is why cooperative learning was developed. Slavin (1990) found that 86
percent of the students were taught by cooperative learning model had a high learning achievement in social
studies than students were taught by other learning models. Wheeler (1977) reported that students taught with
cooperative learning models were more successful in learning social studies than students who were taught by
the competition system, with comparable levels of 74%: 26%.
b. Informal Learning Cooperative Model on “Kar-karan” Game
Games-Based Learning includes learning that accommodates all existed learning theories. Smaldino
(2005) states that learning can be used with the game in general, both for behaviorism theory, cognitivism,
constructivism, and even social psychology. Becausestudents have the pleasure of participating actively in the
game. Thus, the use of this learning in the classroom can be accounted for theoretically.
Application of learning by incorporating elements of the game, if it is managed properly, will result in
positive things in learning. Meire (2002) stated that learning the game, if it is used wisely may: 1) get rid of the
seriousness of the hamper; 2) relieve stress in the learning environment; 3) invite people to be fully involved; 4)
improve the learning process.
Several requirements for Game-Based Learning should be: 1) Related directly to the world of work /
student world; 2) teach learners how to think, access information, react, understand, develop, and create real-
world value for themselves and their organizations continuously; 3) very fun and exciting, but not to make
learners look silly or shallow; 4) frees learners to work together; 5) challenging, but not to make people upset
and lost my mind; 6) provide sufficient time to reflect, give feedback, dialogue, and integration (Meire, 2001).
“Kar-karan” game is a traditional game of children in the town of Jombang. This game uses picture
cards (usually the kids call it „wayang‟) that there are numbers in the right corner of the card. This game requires
at least 2 people. However, children usually do three, four, five, or six. They play by staking a number of the
card itself. However, it is not always the card as stake. Sometimes, they stake a rubber band. (IPS Teacher,
Jombang).
Method of learning to play kar-karan is a method of learning that adoptkar-karan game for the benefit
of student learning. To execute this method, there are some things that need to be prepared. Those things are: 1)
setting up the game; 2) the determination of the group and the players, and 3) prepare rules of the game. (IPS
Teacher, Jombang).
The stuffs for playing“kar-karan”gameare: 1) cards (wayang), each group of approximately 50 sheets;
2) playing card (written player 1, player 2, player 3, and 4 so that 4 playing cards each group; 3) question cards,
the amount depends on the material being studied; 4) response cards, the amount equates to the question cards;
and 4) the scoring sheet. (IPS Teacher, Jombang)
To determine the groups and players, teachers divide students into groups. Ideally, each group of four
students or four players. So, there are player 1, player 2, player 3 and player 4. Each player has a specific task.
Player 1 as a croupier. His job is shuffle cards and distribute the cards to himself and other players. Player 2 as
the holder of question card and thecard readers. Player 3 as the holder of answer cards and the card reader.
Player 4 as a scorer. (IPS Teacher, Jombang).
There are several steps of Informal Cooperative Learning on “Karan Karan” games are as follows:
Step 1: Class Presentation
Class presentationisused by teachers to deliver the course material. The presentation may use the
explanation method, question and answer, and soon, or group-formed activity.
3. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 62 | Page
Step 2: Group Formation
Group (team) consist of four students, heterogeneous in terms of gender. The main function of the
group is to carry out their tasks in accordance chest numbers and to do a fair competition answer the quiz to get
the highest score.
Step 3: “Kar-karan”Games
Kar-karan game consists of: (1) pictured-card (wayang), (2) question card, (3) answer card, (4) the
score sheet. The core game is kar-karan tournament. In the tournament, student number 1 serves shuffling
pictured-card (wayang), student number opens and reads about the question cards, student number 3 opens and
determines the right / wrong with the answer, and the student number 4 assigned to record scores.
The implementation of the game as followed: first step, student number 1 shuffle pictured-card (wayang) and
then distributed to the members of the group and each student gets 2 cards. Then students with the highest
number card deserve one question and the opportunity to answer questions (about). If the answer is incorrect,
then the question can be thrown at other students. If he/ she correct answer correctly, he/ she will get a score and
so on.
Step 4: Scoring
The calculation of the score was determined as followed:
1) If the player answered correctly, she would got 3 scores;
2) If the player answered incorrectly, she/ he got 0 score, and then thrown to another player;
3) if the answer was less than perfect, would be given 1 score, and then thrown to another player;
4) Answerer of the thrown question was determined as follows:
a) The first man got 2 scores
b) the second man got 1 score
The results of each player‟s answers were recorded by the player 4. After game finished, researchers
committed the calculation of scores obtained by each player (student)
Step 5: Appreciation/Awarding
The appreciation was given after all the questions answered and continued to finish the score
calculation, for students who obtained the highest score in the group would get a prize (award). Award could be
a greeting, or a gift certificate. (IPS Teacher, Jombang.)
Research Question
How can informal cooperative learning model on “kar-karan” game improve students‟ motivation and
achievement in social studies class VII / C Junior High School 5Jombang?
Research Purpose
The purpose of this research was to improve the students‟ motivation and achievement in social studies
class VII / C Junior High School 5 Jombang throughinformal cooperative learning model on “kar-karan” games
Actional Hypothesis
If students are taught by using the informal cooperative learning model on “kar-karan” game, the
students‟ motivation and achievement in social studies class VII / C Junior High School 5 Jombang will be
improved.
Research Significance
1. For students, it can be used as a way to increase motivation and learning outcomes.
2. Teachers, it can be used to develop an effective implementation of the learning process, by providing
opportunities for students to engage and participate actively in the learning process.
3. For Schools, it can be used as a benchmark for policy-making in order to improve the learning process that
carried out.Sothat the objectives of teacher education in schools can be optimally achieved.
4. For researchers, it can be used as a real contribution to improve the quality of research in the classroom
learning process.
II. Methodology
This research is aclassroom action research (CAR) with the type of participatory collaborative with
teachers in the classroom with the design of the Hopkins research. According to Hopkins (in Sanjaya 2009)
argues that the implementation of the action research conducted spirals model, begin with feeling a problem,
planning, implementing measures, re-do the plan, execute the action, reflecting, observing, and acting.
4. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 63 | Page
The research was planned in two (2) cycles. The first cycle of implementing cooperative learning
informal kar-karan-type game with steps of learning activities: presentations, group (team), “karkaran” game,
calculating scores and giving awards. The second cycle was designed based on the results of reflection after the
implementation of the first cycle. The first cycle of research material "Identifying the differences between maps,
atlases, and the Globe" and the second cycle of research material "identify the elements and symbols on the
map".
The first cycle of meetings wereheld three times, and the second cycle executed as many as three
meetings.Subjects were students of class VII / C Junior High School Negeri 5 Jombang. 36 students consisted
of 15 femalestudents and 21 male students. While data collection techniques were obtained from the results of
tests that were performed inthe end of each cycle.
Data about the group's activities in the informal cooperative learning, kar-karan type included: 1)
positive interdependence, 2) face to face interaction, 3) individual accountability 4) interpersonal skills were
taken using the observation sheet at the time of the actions implemented. Data on the implementation of
cooperative learning informal kar-karan-type game that is going on in the classroom is taken from field notes
made by the research team, and the data on linkages between planning and execution of learning scenarios and
drawn from the observation sheet. Instruments used to collect research data, either for informal aspects of the
implementation of cooperative learning kar-karan-type game and cooperative aspects of students' skills are
rating scale in the form of a score or ranking
Data analysis is exploratory and descriptive flow model. This model consists of three components, data
reduction, data presentation, and conclusion. Analysis of research activities were conducted last. While the
quantitative data in the form of learning outcomes and observation sheets of group activities would be analyzed
with an average score of criterion learning outcomes and the percentage of student learning outcomes.
Quantitative data was obtained from scores of daily tests that were held the first and second in the end of each
cycle. The results were obtained by scoring without rubric. Maximum score obtained by the students each test
was 100. Average scores of daily tests were calculated using the following formula.
To find the percentage of mastery learning can be calculated using the following formula:
SA= %100x
SM
SP
Percentage of completeness was used to determine how many students who completed the task in each
cycle. action research procedures include prior activities before the implementation of the action research and
action research in progress. Observation Activities before the research were conducted to identify problems that
occur in the classroom.
Action research was carried out in 2 cycles. The first cycle comprised of three class meetings, and the
second cycle comprised of three class meetings. In more detail, observation was conducted in each cyclebefore
implementing CAR through the subject of research, class VII / C Junior High School 5 Jombang.
Implementation of action research was conducted by two cycles with three meetings for each cycle,
with the following first cycle: 1) planning: (a) Preparing Syllabus and Lesson Plan for informal cooperative
learning modelon “kar-karan” games, (b ) making the observation sheet (c) preparing media of learning, (d)
preparing questions / quiz. 2) the action; Researcher carried out learning activities in accordance with Lesson
Plan. 3) observations; researcher asked for help of a social studies teacher and a colleague as observer to observe
the learning process by using the observation sheet that has been made. 4). Reflection; researchers reflected on
the learning process. The results obtained in the observation phase would be collected and analyzed. Reflection
was done by looking at the data of observation, whether the learning process increased the motivation to learn
and the cooperative skill students in teams. The results of this reflection would be used as the basis for
improvements in the next cycle.
While in the second cycle was also conducted with three meetings with the following stages: 1)
planning, researcherimproved plan based on the findings and recommendations of the reflection of the first
cycle . 2) the action, researcher implemented appropriate learning activities based on improved Lesson Plan. 3)
observation, researcher with the help of a social studies teacher and colleague observed the learning process in
Description
x: mean score
ΣX: the sum of all grades of students
ΣN: the number of students
Description
Σ SP = sum of score
Σ SM = sum of Maximum score
5. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 64 | Page
an effort to collect data on the implementation of cooperative learning informal kar-karan-type game and
cooperative skills of students. 4) reflection, researchers reflect on the learning process in the second cycle, based
on the observation. As the reflection ofthe first cycle, reflection of second cycle involved researcher, observer,
and a social studies teacher of Junior High School Junior High School Negeri 5 Jombang. Indicators of success,
the research was considered successful if student motivation increased and attained the criteria "very good"
andachievement also attained criteria "Good".
III. Results
A. The Results of the First Cycle
1. Planning
At the planning phase researcher did the following things: a) discussion with the teacher of class VII
social studies; b) observation of the condition of class VII / C Junior High School 5 Jombang; c) identification
of the problems in teaching and learning; d) developing systematic learning steps; e) developing appropriate
syllabus and lesson plan for informal cooperative learning model on "kar-karan” game; f) developing questions
and games, for the assessment; g) making the observation tool, to find out the activeness and creativity of
students in learning; and h) preparing the game and blank media to record the score.
2. Implementation
The first phase of implementation of the action cycle is performed three times with an informal
cooperative learning model on “kar-karan" game. This stage is the implementation of what has been planned by
the researcher with the observer at the planning stage. the activities were initiated during the early learning
period second semester of the school year 2012/2013.first meeting was conducted on January 7, 2013, second
meeting on January 14, 2013, third meeting on January 21, 2013 in class VII / C Junior High School Negeri 5
Jombang. Researcher was helped by a social studies teacher of class VII and a colleague. Activities included:
introductory activities, core activities, and closing. The material covered in the first cycle was "to identify the
difference of maps, atlases, and globes".
The First Meeting,
In the preliminary event, the researcher began with the greeting, then give assignments for class
chairman to lead a prayer before the learning began, the researchers conducted a check of student attendance and
continued apperception and motivation. Then the provision of information about learning objectives, learning
materials and informal cooperative learning model on “kar-karan" game.
The main activities are(1) the teacher presented the material "identificate the difference maps, atlases,
and globes"; (2) the teacher divided the students intosome groups, each group consisted of 4 students
(heterogeneous) in accordance with the model of learning; (3) work (tasks) that the student number 1 shuffled
cards (wayang), student number 2 held / readthe question cards, student number 3 held / open the answer cards
and determine the correct / incorrect answers, student number 4 wrote a score; (4) games, counting scores; (5)
giving awards.
During the learning process, the communication has been created since the beginning of learning.
Teacher did apperception with checking student attendance, question and answer learning materials, and
learning model that will be implemented in learning.
Before the informal cooperative learning model kar-karan type game was implemented, the teacher
explained the learning materials and followed by a question and answer material to determine the ability and
motivation of the students before implementing the action.
In the next stage, grouping for class VII / C students, students were divided into 9 groups, each group
consisted of 4 students and each group led by a group leader in charge of regulator. Grouping process took 15
minutes because it was initial process that took a long time.
With guidance from the teacher before the learning process, the chairman of the group divided the
members in charge of holding the number 1, shuffled, and handed cards (wayang), member number 2 holding
and reading about the card, member number 3 in holding and reading the answer cards, as well as determine the
right or wrong answer, member number 4 recording and calculating the score.
During the implementation of informal cooperative learning on “kar-karan”game, students were still
confused with the task and the game because this method was very strange and has never been implemented in
their schools, so the atmosphere was very noisy because they have not understood the learning process of the
“kar-karan” game, so the teacher gave an explanation and guidance of the implementation process of informal
cooperative learning “kar-karan” type game until the students understand and learning could be done with
passion, happily, and compete fairly for the highest score.
The final stage was the calculation of scores for students who received the highest scores and came to
the front of the class to receive rewards (prizes).
6. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 65 | Page
At the closing, the teacher with the students made conclusions and reflection on the implementation of
learning.
The Second Meeting
The implementation of learning at the second meeting was held on January 14, 2013. while
implementing cooperative learning informal “kar-karan” type game with the following steps:
At the second meeting of the preliminary activities, researcher conducted same learning activities as the
first meeting. began with a greeting and asked class chairman to lead prayer before the start of learning
activities, after that check student attendance and continued with the apperception and motivation. Then students
were asked about prior subject, the difference of maps, atlases and globes, followed by write a competence
standard, basic competencies, indicators, and learning goals, then followed a brief explanation of the learning
materials and explained learning techniques to be performed.
The main activities, as followed: (1) the teacher presented the material on identifying the types of
maps, map forms, and use of maps; (2) the teacher divided the students into groups, each group consisting of 4
students (heterogeneous) in accordance with the model of learning; (3) giving task for each group, student
number 1shuffled cards (wayang), student number 2 held / read about the card, student number 3 held / opened
the answer cards and determined the correct / incorrect answers, the student number 4 the wrote score; (4)
counting scores; (5) giving awards.
During the learning process, the communication has been created since the beginning of learning.
Apperception is done by the teacher with checking student attendance, question and answer learning materials,
and plan learning model that will be implemented in learning.
Before the informal cooperative learning model “kar-karan” type game implemented, the teacher
explained the learning materials and followed by a question and answer material to determine the ability and
motivation of the students before implementing of the action.
In the next stage, grouping for class VII / C, students were divided into 9 groups.each group consisted
of 4 students and each group led by a group leader in charge of regulator. grouping process took 10 minutes
faster than the first meeting. Direction from the teacher before the learning process, the chairman of the group
dividedmembers into member number 1, shuffled, and handed cards (wayang), member number 2 held and read
about the card, member number 3 held and read the answer cards, and determine the right or wrong answer,
member number 4 recorded and calculatedthe score.
The final stage, the calculation of scores for a student who received the highest scores and came to the
front of the class to received rewards (prizes). c) aresearcherwith students made conclusion, then followed by
evaluation activities in the form of a written test of 20 multiple choice questions with an allocation 25 minutes.
After testing researcher concluded the material that has been studied.
The Third meeting,
The implementation of learning at the third meeting held on January 21, 2013. while implementing
cooperative learning informal “kar-karan”type game with the following steps:
The preliminary activities of the third meeting still same with the first and second meeting which began
with a greeting and asked class chairman to lead the prayer before the start of learning activities, after that check
student attendance and continued with the apperception and motivation, then researcher asked the prior subject
matter to the students about the different maps, atlases and globes. Researcher wrote competence standard, basic
competencies, indicators, and learning goals, then followed a brief explanation of the learning materials and
explained learning techniques to be performed.
The main activities, as followed: (1) the teacher presented the material on identifying the types of
maps, map form, and use of maps; (2) the teacher dividedthe students into groups, each group consisting of 4
students (heterogeneous) in accordance with the model of learning; (3) giving task for each group. Student
number 1 shuffled cards (wayang), student number 2 held / read the card, student number 3 held / opened the
answer card and determine the correct / incorrect answers, student number 4 wrote score; (4) counting scores;
(5) giving awards.
During the learning process, the communication has been created since the beginning of learning.
Apperception was done by the teacher with checking students‟ attendance, question and answer learning
materials, and plan learning model that would be implemented in learning.
Before the informal cooperative learning model “kar-karan” type game implemented, the teacher
explained the learning materials and followed by a question and answer material to determine the ability and
motivation of the students before implementing of the action.
In the next stage, grouping for class VII / C, students were divided into 9 groups. each group consisted
of 4 students and each group led by a group leader in charge of regulator. grouping process took 10 minutes
faster than the first meeting. Direction from the teacher before the learning process, the chairman of the group
7. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 66 | Page
divided members into member number 1, shuffled, and handed cards (wayang), member number 2 held and read
about the card, member number 3 held and read the answer cards, and determine the right or wrong answer,
member number 4 recorded and calculated the score.
The final stage, the calculation of scores for a student who received the highest scores and came to the
front of the class to received rewards (prizes). c) a researcher with students made conclusion, then followed by
evaluation activities in the form of a written test of 20 multiple choice questions with an allocation 25 minutes.
After testing researcher concluded the material that has been studied.
3. Observation I
In the observation phase, a social studies teacher. observed an informal cooperative learning process
"kar-karan” type game and colleague observed student motivation. The results of the first cycleobservations in
first meeting with the instrument learning motivation and evaluation of learning outcomes obtained through the
analysis below.
4. Analysis and Reflection
a. Data Analysis I
Based on data from Table 1, the implementation of informal cooperative learning on “kar-karan” game
on the first cycle: preliminary activities reached 72%, main activities reached 72%, closing activities reached
72%, class atmosphere reached 70%. When looking at the average percentage that attained 72%, then in general
all phases of improvements still needed to be pursued because it has not reached the criteria “very good”.
For the aspect of students' motivation in the first cycle by table 2, reached the value 70. The details: paying
attention to the teacher‟s explanation reached 12.5, committing a given task reached value 15, learning passion
reached value 15, sportsmanship in the game reached a value 15, and diligence and not easily discouraged
reached value 12.5.
Based on Table 3, it implied that 83.33% students who mastered learning and 16.67% of students were
considered remedial due to minimum mastery criteria was 75% in SMP 5 Jombang.
b. Data Reflection I
Reflection stage is to conduct intensive discussions to determine the level of success of action andnext
step improvements that met the research objectives. Phase of reflection was carried out by researcher with the
observer. Discussion of researcher and observer in reflection of cycle I recommended to do some changes in the
second cycle. The changes included: 1) the stage presentation of material by the teacher, the teacher explains the
core activities / materials presented were minimized in order to give students the opportunity more active; 2)
stage of the game / quiz, students took turns member task of the first cycle is not equal to his task in the second
cycle. The second modification of this technique was expected to enable students to become more active in
learning, the interaction between group members was more intensive, learning process went well and the
students' motivation was also better
B. The Results of the Second Cycle
1. Planning
In the planning stage on the second cycle, the researchers plan to make improvements based on the
findings and recommendations of reflection of the first cycle. Implementation phase of the second cycle of the
action was carried out with three meetings, on February4th
,February 11th
and February 18th
, 2013. Second Cycle
researcher implemented informal cooperative learning model on “kar-karan"game.The steps were slightly
improved by researchers, 1) the presentation of material by the teacher was minimized in order to give students
the opportunity more active, (2) increased the number of question quiz or card.
2. Implementation
In the implementation stages of the second cycle, the researchers conducted the instruction in
accordance with the Lesson Plan that has been improved, with an informal cooperative learning model type
“kar-karan" type game. This stage was the implementation of what has been planned by the researcher with the
observer at the planning stage. Activities included preliminary activities, core activities, and closing.
The First Meeting
In preliminary activities, the researcher began with a greeting and asked class chairman to lead a
prayer before the learning activity took place, after that the researchers continued to check students‟ attendance,
gave motivation and apperceptionabout latitude and longitude , and continued with the information about the
purpose of learning, material to be learned and learning model to be applied.
8. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 67 | Page
The main Activity are: (1) teachers presented the material, but the presentation of the material by the
teacher was minimized to allow students more active; (2) students read textbooks for 15 minutes; (3) the
students were grouped according to the first cycle; (4) work (task team); (5) games (quiz); (6) the calculation of
the score; (7) giving awards.
In the beginning main activities, the teacher check students‟ attendance, questioned and answered
previous week‟s material and continued with the teacher asked students to read textbooks, the course materials
within 15 minutes and then students kept books in a bag. The next stage was grouping. The grouping of the
members was still same, but there was change in the distribution tasks in order to make students more
responsible on duty, more motivated and more in the spirit of the learning process.
The learning process in the second cycle, students were orderly, motivated, very sportive in the game,
diligent and not easily gave up tocomplete fairly in the highest score. So that students did not want to stop
learning. Last stage was counting scores, for students who obtained the highest score received an award (prize).
C) closing activities, teachers and students made conclusions followed by a reflection on the implementation of
learning.
The Second Meeting,
In the preliminary activities, learning activities begins with a greeting and ordered the head of the class
to lead a prayer before the start of learning activities, after which researcher checked student attendance and
continued with motivation and apperception about the subject matter at a previous meeting, followed by writing
standards of competence, basic competence and learning objectives that would be achieved and learning
techniques that would be done.
The main Activities of third meeting was conducted as followed: (1) the teacher presented the material,
but the presentation of the material by the teacher was minimized to allow students more active; (2) students
read textbooks for 15 minutes; (3) the students were grouped according to the first cycle; (4) work (task team);
(5) games (quiz); (6) the calculation of the score; (7) awards. In the Beginning of main activities teachers
checked student attendance, question and answer previous week‟s material and continued with the teacher
assigned students to read textbooks within 15 minutes and then students kept books in a bag. The grouping of
the members was still same, but there was change in the distribution tasks in order to make students more
responsible on duty, more motivated and more in the spirit of the learning process.
The learning process of students in the second cycle was more orderly, excited to be learning,
sportsmanship in the game, diligent and not easily gave up to compete fairly in the highest score, the high
motivation so that students do not want to stop in the learning process. The final stage is the calculation of
scores, for students who obtained the highest score received an award (prize). c) closing activities, teachers and
students made conclusions followed by a reflection on the implementation of learning.
The Third meeting,
In the preliminary activities, learning activities begins with a greeting and ordered the head of the class
to lead a prayer before the start of learning activities, after that researcher checked students‟ attendance and
continued with motivation and apperception about the subject matter at a previous meeting, followed by writing
standards of competence, basic competence and learning objectives that would be achieved and learning
techniques that would be done.
The main activities in second meeting was held as followed: (1) the teacher presented the material, but
the presentation of the material by the teacher was minimized to allow students more active; (2) students read
textbooks for 15 minutes; (3) the students were grouped according to the first cycle; (4) work (task team); (5)
games (quiz); (6) the calculation of the score; (7) awards. In the Beginning of main activities teachers checked
student attendance, question and answer previous week‟s material and continued with the teacher assigned
students to read textbooks within 15 minutes and then students kept books in a bag. The grouping of the
members was still same, but there was change in the distribution tasks in order to make students more
responsible on duty, more motivated and more in the spirit of the learning process.
The learning process of students in the second cycle was more orderly, excited to be learning,
sportsmanship in the game, diligent and not easily gave up to compete fairly in the highest score. The high
motivation so that students do not want to stop in the learning process. The final stage is the calculation of
scores, for students who obtained the highest score received an award (prize). c) closing activity, researchers
provide reinforcement to the learning material as well as reflection and group discussion followed by a written
test evaluation, 20 multiple questions with the allocation of 25 minutes. After completion of work on the
problems the students were instructed to collect their work to the teacher's desk. Teacher asked a class chairman
to lead pray as closing third meeting of cycle two.
9. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 68 | Page
3. Observation
In the observation stage, a social studies teacher mother helped researchers to observe the process of
the implementation of learning and colleague to observe students' learning activities.
Based on the evaluation conducted at the end of the third meeting of as much as 100% Siwa has been
thoroughly studied by the minimum completeness criteria established in JombangJunior High School is 75%.
4. Analysis and Reflection
1) Data Analysis.
The second cycle of data analysis carried out by comparing the results of action first cycle and second
cycle. Analysis of the results of the second cycle of action for the implementation of informal cooperative
learning on "karkaran" game can be seen on the analysis below.
Information that the preliminary stages increased from 72 to 94, so the numbers rise 22%. Core activities has
increased from 72 to 94, so the numbers rise 22%. Activities cover increased from 72 to 88, so the 16% rate
hike. Classroom atmosphere also increased from 70 to 100, so the rate of increase in 30%. Overall aspects of the
implementation of learning has increased 22% after the action in the second cycle. With the acquisition value of
94, the action in the second cycle for the implementation of cooperative learning informal game type kar-karan
deemed to have been successful because in the criteria very well.
Obtained information show that: the students are paying attention when the teacher gives explanations
increased 5% from 12.5 to 17.5. Then, the students are enthusiastic in participating in learning has increased
2.5% from 15 to 17.5. The next, the students are doing on given learning task increased 2.5% from 15 to 17.5.
Moreover, the students are supportive in the game experience reached 5% from 15 to 20. Finally, the students
are persevering and not easily discouraged also increased 5% from 12.5 to 17.5. With the acquisition value of
90, it can be said that it has met the criteria very well.
In order to get more details on the the percentage of completeness of student achievement in cycle I and II can
be seen the following chart:
Figure 1: Percentage of Students’ completeness on Achievement in Cycle I and II.
2) Reflection
Reflection activities performed at each end of the meeting during the cycle. This stage was the stage of
observing in detail in the classroom in the form of teacher performance and student activities. The results of the
reflection on the second cycle was used as a plan of action on future learning.
During the learning process of the second cycle recorded several conclusions that informal cooperative
learning modelon “kar-karan” game that has been modified yielded in better learning and increasing student
motivation. During teacher delivered initial explanation about learning model, students were interested and
enthusiastic about implementing the learning activities.
Motivation to learn, ability to answer questions and collaboration skills as group in informal
cooperative learningmodel on “kar-karan” game were very good. It was indicated by the activeness of students
taking a quiz on the “kar-karan” game, especially in the late stages of learning which awards was given, students
seemed excited and motivated to learn .
The description above showed that the process of informal cooperative learning model on “kar-karan”
game in the second cycle reached criteria that was expected toimprove students‟ motivation and achievement.
IV. DISCUSSION
Based on the findings of research, it is known that informal cooperative learning model on “kar-karan”
type game with implemented steps in the first cycle is less going well and the results are not maximal, because
students are not familiar and still confused with the process of implementation of cooperative learning informal
Cycle 1 Cycle 2
83.33% 100.00%
16.67% 0
Percentage of Students'
Completness on Achievement
Completed
10. Improving Students’ Motivation And Achivement Through Informal Cooperative Learning Model
DOI: 10.9790/7388-05516069 www.iosrjournals.org 69 | Page
“kar-karan” type game. Besides it is a new model for learning to them, modification steps of informal
cooperative learning “kar-karan” type game at the stage of presentation of learning material by teachers made
students more active i.e. active in reading textbooks so that students better understand the learning materials and
capable of answering questions or quiz on the type of informal cooperative learning “kar-karan” game properly.
Another modification to the stage as a group collaboration capability created difference in the first cycle and
second cycle.members of the group in the first cycle was also different from the members of the group in the
second cycle as well as the roles of different members of the first cycle with the role of members in the second
cycle. it was intended that students become active in learning, better student interaction, cooperative group went
smoothly and increased student motivation.
Overview of the results of the cycle in this research was conducted in two cycles. The results of
reflection in the first cycle is used as a reference in determining corrective action in the second cycle. While the
results of reflection inthe second cycle was used as a reference for follow-up plan in the next lesson.
Based on two analysis of the observation of two observers can show that all aspects observed in cycle
one and cycle two may increase.The increase was indicated by the percentage of mastery from 83.33% in the
first cycle up to 100% in the second cycle. This result can be seen at the reflection stage that was s to conduct
intensive discussions to determine the level of success of improved actions and next steps improvement to meet
the research objectives. Phase of reflection was carried out by researcher with the observer. researcher and
observer‟s discussion in the reflection of cycle I recommended to do some changes in the second cycle. The
changes included: 1) the stage presentation of material by the teacher, the teacher explained the main activities /
materials presented are minimum in order to give students the opportunity more active; 2) stage of the game /
quiz students took turns of duty for duty member of the first cycle is not equal to the task in the second cycle.
The second modification of this technique was expected to enable students to become more active, the
interaction between group members more intensive, learning process went well and the students' motivation was
getting better.
Moreover, in the second cycle, reflection activities was conducted at each end of the meeting during the
cycle. This stage was observing in detail everything that happened in the classroom, bothteacher performance
and student activities. The results of the reflection on the second cycle was used as a plan of action on future
learning. During the learning process of the second cycle recorded several conclusions that informal cooperative
learning model on “kar-karan” game that has been modified yielded in better learning and increasing student
motivation. During teacher delivered initial explanation about learning model, students were interested and
enthusiastic about implementing the learning activities. Motivation to learn, ability to answer questions and
collaboration skills as group in informal cooperative learning “kar-karan” game were very well. it was indicated
by the activeness of students taking a quiz on the kar-karan game, especially in the late stages of learning which
awards was given, students seemed excited and motivated to learn . The description above showed that the
process of informal cooperative learning “kar-karan” type game in the second cycle reached criteria that was
expected to be able increase student motivation and learning outcomes.
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