MAKALAH MODEL TEAMS GAMES TOURNAMENT
BAB
II
PEMBAHASAN
2.1 Kajian Pustaka
2.1.1
Pengertian
model TGT ( Teams Games Tournament)
Menurut Kurniasih, (2012) dalam solihah (2016 : 47),
“Teams Games Tournament (TGT) adalah salah satu tipe atau metode pembelajaran
kooperatif yang mudah di terapkan, melibatkan aktivitas seluruh siswa tanpa harus ada perbedaan status, melibatkan
peran siswa sebagai tutor sebaya dan mengandung unsur permainan”.
Sedangkan menurut Kusumandari, (2011) dalam solihah
(2016 : 48), bahwa: “Teams Games Tournament (TGT) merupakan salah satu tipe
pembelajaran kooperatif yang menempatkan siswa dalam kelompok-kelompok belajar
yang beranggotakan 5-6 orang siswa yang memiliki kemampuan, jenis kelamin dan
suku/ras yang berbeda”.
Menurut Slavin (2005) dalam solihah (2016 : 48),
“Teams Games Tournament (TGT) pada awalnya dikembangkan oleh David DeVries dan
Keith Edwards, ini merupakan metode pembelajaran pertama dari Johns Hopkins”.
Model pembelajaran Teams Games Tournament (TGT) adalah metode berkelompok yang
mudah di terapkan, melibatkan aktivitas seluruh siswa tanpa harus ada perbedaan
status.
Menurut Musyafa dan Djatmiko
(2015 : 372 ), Model pembelajaran TGT
adalah salah satu tipe
atau model pembelajaran
kooperatif yang mudah diterapkan, melibatkan aktivitas seluruh siswa
tanpa harus ada perbedaan status, melibatkan peran siswa sebagai tutor sebaya
dan mengandung unsur permainan dan reinforcement.
Teams-Games-Tournaments (TGT) was originally
developed by David DeVries and Keith Edwards (1972) at the Johns Hopkins
University. It is a type of cooperative learning method. The students compete
with members of other teams to contribute points to their team score. Students
compete in at least threeperson “tournament tables” against others with a
similar past record in mathematics. After then a procedure changes table
assignments to keep the competition fair. The winner at each tournament table
brings the same number of points to his or her team, regardless of which table
it is; this means that low achievers and high achievers have an equal
opportunity for success. High performing teams earn team rewards (Salam and
Hossain, 2015 : 4).
According to frianto, et al., (2016 : 75), Team game
tournament is an effective technique of cooperative learning wherein groups are
created that function in the class for a period of time. This method is one of
the learning strategies designed by Robert Slavin for the purpose of review and
mastery in the learning. This method was basically to increase student’s
skills, increase interaction and self-esteem between students. In this
technique the students study in the class. The materials are supplied and are
taught in groups or individually through different activities. The students
after receiving the material review it and then bring 2-6 points from their
study into their assigned groups. Since the tournament is based on a material
there is a specific answer.
Team game tournament (TGT) is an effective technique
of cooperative learning, thus, in groups are created that cooperative function
in the class room for a period of time (Frianto et al, 2016). Cooperative
learning with the TGT has similarities to STAD (Student Team Achievement Division)
method in group formation and delivery of material, but TGT replaces quiz with
tournaments or competitions where students play games or academic games with
team members or other groups to contribute points for team or group scores. A
teammate or group will help each other in preparing for the game by studying
activity sheets and explaining problems with each other, but when students are
playing in games, other friends should not help, and teachers need to make sure
they happen to be responsible answer individually (Slavin in Ritonga, 2017 :
120).
TGT (Tim Game Tournament) adalah salah
satu tipe pembelajaran kooperatif yang menempatkan siswa dalam
kelompok-kelompokbelajar yang beranggotakan 5 sampai 6 orang siswa yang
memiliki kemampuan,jenis kelamin dan suku kata atau ras yang berbeda.Guru
menyajikan materi,dan siswa bekerja dalam kelompok mereka masing-masing
(Sunarto,2010:62-63).
According to Kagan (1994),
Teams-Games-Tournament, one of the cooperative learning techniques, is defined
as “a carefully structured sequence of teaching-learning activities, a blend of
three educational techniques-small groups, instructional games, and
tournaments”. It is designed to complement regular instruction in upper
elementary, junior and senior high school classrooms (Yopita, 2017 : 23 ).
Menurut Kagan (1994),
Teams-Games-Tournament, salah satu teknik pembelajaran kooperatif,
didefinisikan sebagai "urutan kegiatan belajar-mengajar yang disusun
secara cermat, perpaduan tiga teknik pendidikan - kelompok kecil, permainan instruksional,
dan turnamen" . Ini dirancang untuk melengkapi instruksi reguler di kelas
atas sekolah dasar, SMP dan SMA (Yopita, 2017: 23).
Teams-Games-Tournaments, originally developed by
David DeVries and Keith Edwards, was the first of the Johns Hopkins cooperative
learning methods.it uses the same teacher presentations and team work as in
STAD, but replaces the quizzes with weekly tournaments, in wich students play
academic games at threee-person “tour nament tables” with other similiar past
records in mathematics. A “bumping” procedure keeps the games fair. The stop scorer at each tournament table
bring sixty points to his or her team, regardless of which table it is;this
means that low achivers (playing with other low achiviers) and high achivers
(playing with other high achivers) have equal opportunities for success. As in
STAD, high performing teams earn certificates or other forms of team rewards.
Metode TGT ini di kembangkan oleh Slavin
dan rekannya, penerapan metode ini hampir sama dengan STAD dalam hal komposisi
kelompok, format intruksional, dan lembar kerjanya. Perbedaannya adalah
komposisi kelompok pada STAD berdasarkan kemampuan,ras,etnis,dan gender,
sedangkan pada TGT hanyalah berfokus pada tingkat kemampuannya saja. Selain
itu, pada STAD yang igunakan adalah kuis, sedangkan pada TGT diganti dengan game akademik. TGT sering
digunakancdengan kombinasi pembelajaran metode STAD. Menurut Slavin, TGT dsn
STAD bisa dilaksanakan secara bergantian. Teknis pelaksanaan TGT mirip dengan
STAD yaitu persentasi kelas (sama seperti dalam STAD), tim(pembentuakan tim berdasarkan
tingkat kemampuan yang berbeda), tahap ketiga,yaitu turnamen atau game
akademik, danrekognisi tim (sama seperti STAD). Setelah turnamen pertama, siswa
akan bertukar meja tergantung pada kinerja mereka pada turnamen yang terakhir.
Pemenang pada tiap meja akan naik tingkat ke meja berikutnya yang lebih tinggi
dan siswa yang mempunyai skor terendah diturunkan tingkatanya. Setelah turnamen
atau game akademik selesai, maka
dilakukan rekognisi tim. Skor tim dihitung berdasarkan skor turnamen anggota
tim. Turnamen merupakan perbedan antara STAD dan TGT, pada STAD dinamakan
dengan kuis. Turnamen merupakan struktur di mana game akademik berlangsung. Turnamen berlangsung setelah dosen
memberikan persentasi kelas, dan tim sudah belajar kelompok terhadap lembar
kegiatan kelompok. Pada turnamn pertama pengajar harus mendapatkan siswanya
berada pada meja turnamen. Tiga siswa berprestasi tinggi pada meja 1, tiga
berikutnya pada meja 2, dan seterusnya (Huriah, 2018: 69-70).
Metode TGT ini di kembangkan oleh Slavin
dan rekannya, penerapan metode ini hampir sama dengan STAD dalam hal komposisi
kelompok, format intruksional, dan lembar kerjanya. Perbedaannya adalah
komposisi kelompok pada STAD berdasarkan kemampuan,ras,etnis,dan gender,
sedangkan pada TGT hanyalah berfokus pada tingkat kemampuannya saja. Selain
itu, pada STAD yang igunakan adalah kuis, sedangkan pada TGT diganti dengan game akademik. TGT sering
digunakancdengan kombinasi pembelajaran metode STAD. Menurut Slavin, TGT dsn
STAD bisa dilaksanakan secara bergantian. Teknis pelaksanaan TGT mirip dengan
STAD yaitu persentasi kelas (sama seperti dalam STAD), tim(pembentuakan tim berdasarkan
tingkat kemampuan yang berbeda), tahap ketiga,yaitu turnamen atau game
akademik, danrekognisi tim (sama seperti STAD). Setelah turnamen pertama, siswa
akan bertukar meja tergantung pada kinerja mereka pada turnamen yang terakhir.
Pemenang pada tiap meja akan naik tingkat ke meja berikutnya yang lebih tinggi
dan siswa yang mempunyai skor terendah diturunkan tingkatanya. Setelah turnamen
atau game akademik selesai, maka
dilakukan rekognisi tim. Skor tim dihitung berdasarkan skor turnamen anggota
tim. Turnamen merupakan perbedan antara STAD dan TGT, pada STAD dinamakan
dengan kuis. Turnamen merupakan struktur di mana game akademik berlangsung. Turnamen berlangsung setelah dosen
memberikan persentasi kelas, dan tim sudah belajar kelompok terhadap lembar
kegiatan kelompok. Pada turnamn pertama pengajar harus mendapatkan siswanya
berada pada meja turnamen. Tiga siswa berprestasi tinggi pada meja 1, tiga
berikutnya pada meja 2, dan seterusnya (Huriah, 2018: 69-70).
TGT has
many of the same dynamics as STAD, but adds a dimension of excitement
contributed by the use of games. Teammates help one another prepere for the
games by studying worksheets and explaining problems to one another, but when
students are playing the games their teammaters cannot help them, ensuring
individual accountability. The same materials used in STAD may also used in
TGT-the STAD quizzes are used as games in TGT. Some teacher prefer TGT because
of its fun and activity, while others prefer the more purely cooperative STAD,
and many combine the two.
TGT is an innovative, small group
teaching technique. The method is grounded in current theory,applies to diverse
problems and settings, and provideds
clear criteria for evaluating program effects. The technique alters the
traditional classroom structure and gives each student an equal opportunity to
achieve and to receive positive reinforcement from peers by capitalizing on
team coorperation, the popularity of
games, and the spirit of the competitive tournaments. Group reward structures
setup a learning situtation wherein the performance of each group member furthers
the overall group goals. This has been found shown to increase individual
members’ support for group performance, to increase performance itself under a
veriety of similar cir to be successful in helping students acquire and relain
knowledge in such areas as nutrition, alcohol, and drug abuse ( Wordarski and
feit 2011).
TGT adalah teknik pengajaran kelompok
kecil yang inovatif. Metode ini didasarkan pada teori saat ini, berlaku untuk
beragam masalah dan pengaturan, dan memberikan kriteria yang jelas untuk
mengevaluasi efek program. Teknik ini mengubah struktur kelas tradisional dan
memberikan setiap siswa kesempatan yang sama untuk mencapai dan menerima
penguatan positif dari rekan-rekan dengan memanfaatkan kerjasama tim,
popularitas permainan, dan semangat turnamen kompetitif. Struktur ganjaran
kelompok mengatur suatu situtasi pembelajaran di mana kinerja setiap anggota
kelompok akan meningkatkan keseluruhan gol kelompok. Ini telah ditemukan
terbukti meningkatkan dukungan anggota individu untuk kinerja kelompok, untuk
meningkatkan kinerja itu sendiri di bawah a veriety dari cir serupa untuk
menjadi sukses dalam membantu siswa memperoleh dan mendapatkan pengetahuan di
bidang-bidang seperti nutrisi, alkohol, dan penyalahgunaan obat (Wordarski dan
feit 2011).
TGT is similar to STAD, but instead of quizzes,
the students play academic games competing with individuals of the same level
of ability. At the tournament, students are assigned to three person
ability-homogeneous tournament tables. To ensure fair competition at each
tables, three students with the highest past performance scores are assigned to
Table 1, the next three to Table 2 and so on. Students at the tables are
competing as representatives of their teams. The winners at each tournament
table bring the same number of points to their teams. Hance high-or
low-achievers have equal opportunities to success. At the end of the
tournament, the teacher prepares a newsletter to recognize successful teams.
CIR and TAI are two other Student Team Learning methods but are designed for
particular subjects and grade levels. TAI is designed mathematics at grades 3-6
while CIRC is for reading and writing at grades 3-5(Tan, Ivy Geok-Chin, dkk.
2006 : 8).
Teams-Games-Tournament, or TG, optimizes
content, mastery through both competition and coorperation. In a TGT lesson,
student at different ability levels work together in study teams to review ke
content and help each other shore up gaps in their learning. Student then leave
their study teams to complete in an academic tournament with students from
other study teams. During the tournament, students gain points for their study
team by answering questions and challenging other players’ answers. Thus, the
study teams that are not cooperative-that do the best job of preparing all members to succeed in
competition-earth most points ( F. Silver, Harvey,dkk. 2007 : 57-58 ).
Teams-Games-Tournament, atau TG,
mengoptimalkan konten, penguasaan melalui kompetisi dan coorperation. Dalam
pelajaran TGT, siswa pada tingkat kemampuan yang berbeda bekerja bersama dalam
tim belajar untuk meninjau isi dan membantu saling mengisi kesenjangan dalam
pembelajaran mereka. Siswa kemudian meninggalkan tim studi mereka untuk
menyelesaikan dalam turnamen akademik dengan siswa dari tim studi lainnya.
Selama turnamen, siswa mendapatkan poin untuk tim studi mereka dengan menjawab
pertanyaan dan menantang jawaban pemain lain. Dengan demikian, tim studi yang
tidak kooperatif-yang melakukan pekerjaan terbaik untuk menyiapkan semua
anggota untuk berhasil dalam poin paling kompetitif di bumi (F. Silver, Harvey,
dkk. 2007: 57-58).
TGT is an innovative, small group
teaching technique. The method is grounded in current theory,applies to diverse
problems and settings, and provideds
clear criteria for evaluating program effects. The technique alters the
traditional classroom structure and gives each student an equal opportunity to
achieve and to receive positive reinforcement from peers by capitalizing on
team coorperation, the popularity of
games, and the spirit of the competitive tournaments. Group reward structures
setup a learning situtation wherein the performance of each group member
furthers the overall group goals. This has been found shown to increase
individual members’ support for group performance, to increase performance
itself under a veriety of similar cir to be successful in helping students
acquire and relain knowledge in such areas as nutrition, alcohol, and drug
abuse ( Wordarski and feit 2011).
TGT adalah teknik pengajaran kelompok
kecil yang inovatif. Metode ini didasarkan pada teori saat ini, dan memiliki
berbagai masalah dan pengaturan, dan memberikan kriteria yang jelas untuk
mengevaluasi efek program. Teknik ini mengubah struktur kelas tradisional dan
memberikan kesempatan yang sama untuk mencapai penguatan positif dan positif dari
karyawan dengan bekerja sama dalam popularitas, popularitas permainan, dan
semangat turnamen kompetitif. Struktur hadiah grup mengatur suatu situtasi
pembelajaran di mana kinerja setiap anggota grup akan meningkatkan keseluruhan
gol grup. Ini telah ditemukan terbukti meningkatkan dukungan anggota individu
untuk kinerja kelompok, untuk mendapatkan dan belajar tentang nutrisi, alkohol,
dan penyalahgunaan narkoba (Wordarski dan feit 2011).
2.1.2
Fungsi
Model TGT ( Teams Games Tournament)
TGT
(team-games-tournaments) ini merupakan salah satu model pembelajaran
kooperatif. Dalam pembelajaran kooperatif tersebut, siswa diharapkan mampu
mengkontruksi dan menyusun pengetahuan sendiri. Tujuan yang ingin dicapai bukan
hanya kemampuan akademik dalam pengertian penguasaan bahan pelajaran, tetapi
juga adanya unsur kerja sama untuk penguasaan materi tersebut. Adanya kerjasama
inilah yang menjadi ciri khas pembelajaran kooperatif. Pembelajaran kooperatif
TGT memungkinkan siswa dapat belajar lebih rileks di samping menumbuhkan
tanggung jawab, kerjasama, persaingan sehat, dan keterlibatan belajar ( Sari,
2011 : 817-818).
model
pembelajaran yang dapat mengaktifkan siswa adalah model pembelajaran
kooperatif tipe TGT. Model pembelajaran
TGT yang dikembangkan oleh Robert Slavin dalam pembelajaran ini, siswa dibagi
dalam kelompok kecil, teknik belajar ini menggabungkan kelompok belajar dengan
kompetensi tim dan dapat digunakan untuk meningkatkan pembelajaran beragam
fakta, konsep dan keterampilan. Pembelajaran dengan model ini akan merangsang
keaktifan siswa, sebab siswa dituntut berpartisipasi dalam suatu kelompok untuk
berkompetisi menyelesaikan tugas-tugas akademik (Purwati dalam kamariyah, 2016
: 79).
Aktivitas
belajar dengan permainan yang dirancang dalam pembelajaran kooperatif model TGT
memungkinkan siswa dapat belajar lebih rileks disamping menumbuhkan tanggung
jawab, kejujuran, kerja sama, persaingan sehat dan keterlibatan belajar (Musyafa dan Djatmiko, 2015 : 372 ).
According
to Gonzalez and Arturo, et al.,(2014 : 8 – 9) The main objectives of the TGT
are:
1. To
allow students to practise the material imparted in lectures and bring early
awareness of potential difficulties,
2. To
emphasize and meet learning outcomes (which the facilitator aligns with team goals
when providing the rules for defining the questions),
3. To
encourage all students to learn and achieve the learning outcomes if they want
their team to succeed. Given that “higher individual score = better team
score”, students will like to contribute to the team and work harder.
4. To
strengthen the role of the student as a team player, as students will help one
another to improve the team performance,
5. To
make the learning experience more enjoyable, given that students will see
learning as ‘social’ instead of ‘isolated’.
Menurut
Gonzalez dan Arturo, dkk., (2014: 8 - 9) Tujuan utama TGT adalah:
6. 1.
Untuk memungkinkan siswa untuk mempraktekkan materi yang disampaikan dalam
kuliah dan membawa kesadaran awal akan kesulitan yang potensial,
7. 2.
Untuk menekankan dan memenuhi hasil pembelajaran (yang fasilitator selaras
dengan tujuan tim ketika memberikan aturan untuk mendefinisikan pertanyaan),
8. 3.
Untuk mendorong semua siswa untuk belajar dan mencapai hasil pembelajaran jika
mereka ingin tim mereka berhasil. Mengingat bahwa "skor individu yang
lebih tinggi = skor tim yang lebih baik", siswa akan suka berkontribusi
pada tim dan bekerja lebih keras.
9. 4.
Untuk memperkuat peran siswa sebagai pemain tim, karena siswa akan saling
membantu untuk meningkatkan kinerja tim,
10.
5. Untuk membuat pengalaman belajar lebih
menyenangkan, mengingat bahwa siswa akan melihat belajar sebagai 'sosial'
daripada 'terisolasi'.
In cooperative TGT, the students play
academic games with other team members to seek points that will contribute
towards group (Veloo, 2016). The TGT strategy brings together group and
cooperation in learning. In cooperative learning of TGT type, students with
different abilities and sexes are made into a team or group of 4 to 5 students.
As one of TGT's cooperative learning strategies is very easy to implement, it
involves the activities of all students without having to distinguish between
status differences, involving students as peer tutors, and the existence of
reinforcement elements (reinforcement). The ease of implementation of TGT is
caused in the absence of supporting facilities that must be available such as
equipment or special room. In addition to being easy to implement in its
application TGT also involves the activities of all students to obtain the
desired concept (Ritonga, 2017 : 121).
Dalam TGT
kooperatif, siswa memainkan permainan akademik dengan anggota tim lain untuk
mencari poin yang akan berkontribusi terhadap kelompok (Veloo, 2016). Strategi
TGT menyatukan kelompok dan kerja sama dalam pembelajaran. Dalam pembelajaran
kooperatif tipe TGT, siswa dengan kemampuan dan jenis kelamin berbeda dibuat
menjadi tim atau kelompok yang terdiri dari 4 hingga 5 siswa. Sebagai salah
satu strategi pembelajaran kooperatif TGT sangat mudah dilaksanakan, ini
melibatkan kegiatan semua siswa tanpa harus membedakan antara perbedaan status,
melibatkan siswa sebagai tutor sebaya, dan keberadaan elemen penguatan
(penguatan). Kemudahan implementasi TGT disebabkan karena tidak adanya
fasilitas pendukung yang harus tersedia seperti peralatan atau ruangan khusus.
Selain mudah diterapkan dalam penerapannya TGT juga melibatkan kegiatan semua
siswa untuk memperoleh konsep yang diinginkan (Ritonga, 2017: 121).
The purpose
of TGT is to create an effective classroom environment in which all students
get actively involved in the teaching and learning process and consistently
receive encouragement for a successful performance. The TGT structure exhibits
both competition and cooperation in a way that promotes peer group rewards for
academic achievement. It is demonstrated by altering the social organization of
the classroom in two ways. First, it creates interdependency among students.
Second, it makes it possible for all students, despite different learning
rates, to have an equal chance to succeed at an academic task. TGT provides a
flexible design which can be implemented for individualized learning,
independent learning, and group instruction. Its focus is on individual
performance, which in turn contributes to group performance. ( Yopita,2017 : 23 ).
Tujuan
TGT adalah untuk menciptakan lingkungan kelas yang efektif di mana semua siswa
terlibat aktif dalam proses belajar mengajar dan secara konsisten menerima
dorongan untuk kinerja yang sukses. Struktur TGT menunjukkan persaingan dan
kerja sama dengan cara yang mempromosikan penghargaan kelompok sebaya untuk
pencapaian akademik. Ini ditunjukkan dengan mengubah organisasi sosial kelas
dengan dua cara. Pertama, menciptakan interdependensi di antara para siswa.
Kedua, itu memungkinkan bagi semua siswa, meskipun tingkat belajar yang
berbeda, memiliki kesempatan yang sama untuk berhasil pada tugas akademis. TGT
menyediakan desain yang fleksibel yang dapat diimplementasikan untuk
pembelajaran individual, pembelajaran mandiri, dan instruksi kelompok. Fokusnya
adalah pada kinerja individu, yang pada gilirannya memberikan kontribusi pada
kinerja kelompok. (Yopita, 2017: 23).
2.1.3
Langkah
– langkah Model TGT ( Teams Games
Tournament)
Pada Teams Games Tournament (TGT) tidak terdapat kuis
yang biasa digunakan dalam model pembelajaran kooperatif lain. Sebagai
penggantinya, diadakan turnamen akademik setelah penyajian materi di kelas
selesai. Dalam turnamen ini, siswa berkompetisi dengan anggota kelompok lain
untuk mendapatkan poin yang akan disumbangkan pada skor kelompok.Turnamen
memungkinkan siswa dari semua tingkat untuk menyumbangkan dengan maksimal
skor-skor bagi kelompoknya jika mereka berusaha dengan maksimal, hal ini
dikarenakan siswa berkemampuan akademik rendah dan tinggi mempunyai peluang
yang sama untuk memperoleh prestasi, baik sebagai individu maupun anggota
kelompok (solihah, 2016 : 48)
Menurut Sutirman
(2013) dalam solihah (2016 : 48-49), langkah-langkah model pembelajaran TGT
ialah:
a.
Persentasi materi Pada awal pembelajaran
guru hendaknya memberikan motivasi, apersepsi dan menyampaikan tujuan
pembelajaran. Kemudian guru menyampaikan materi pelajaran yang sesuai dengan
indikator kompetensi yang harus dikuasai oleh siswa. Penyampaian materi dapat
secara langsung melalui ceramah oleh guru, dapat pula dengan paket media
pembelajaran audiovisual yang berisi materi yang sesuai.
b.
Pembentukan kelompok Setelah materi
disampaikan oleh guru di depan kelas, selanjutnya dibentuk kelompokkelompok
siswa. Kelompok terdiri dari 4-5 orang yang bersifat heterogen dalam hal
prestasi belajar, jenis kelamin, suku, maupun lainnya. Setiap kelompok diberi
lembar kerja atau materi dan tugas lainnya untuk didiskusikan dan dikerjakan
oleh kelompok. Kesuksesan setiap anggota kelompok akan menjadi faktor
keberhasilan kelompok.
c.
Game turnamen Setelah siswa belajar dan
berdiskusi dalam kelompok, selanjutnya dilakukan permainan lomba (turnamen)
yang bersifat akademik untuk mengukur penguasaan materi oleh siswa. Permainan
yang dilakukan adalah semacam lomba cerdas cermat, dengan peserta perwakilan
dari setiap kelompok. Soal dapat diberikan dalam bentuk pertanyaan lisan atau
dalam bentuk kartu soal yang dipilih secara acak. Teknis pelaksanaan permainan
turnamen ini adalah dimulai dengan guru merangking siswa dalam setiap kelompok.
Selanjutnya menyiapkan meja turnamen sebanyak jumlah anggota dalam kelompok.
Jika tiap kelompok beranggotakan 4 orang, maka disiapkan empat meja. Meja
pertama diisi oleh siswa dengan rangking pertama di setiap kelompok, meja kedua
diisi oleh siswa dengan rangking kedua di setiap kelompok, meja ketiga diisi
oleh siswa dengan rangking ketiga di setiap kelompok, meja keempat diisi oleh
siswa dengan rangking empat di setiap kelompok. Setiap siswa dapat berpindah
meja berdasarkan prestasi yang diperolehnya pada turnamen. Siswa yang
memperoleh nilai tertinggi pada setiap meja naik ke meja yang lebih tinggi
tingkatnya. Siswa yang peringkat kedua tetap di meja semula, sedangkan siswa
dengan nilai terendah turun ke meja yang lebih rendah tingkatnya.
d.
Penghargaan kelompok Perolehan skor anggota kelompok dirata-rata
menjadi skor kelompok. Individu dan kelompok yang mencapai kriteria skor
tertentu mendapat penghargaaan.
Menurut Slavin dalam Sunarto
(2010:62-63).,pembelajaran koopratif tipe TGT terdiri atas 5 langkah
tahapan,yaitu tahap penyajian kelas (class precentation),pembelajaran dalam
kelompok (teams), permainan (games), pertandingan(tournament), dan perhargaan
kelompok(team recognition). Berdasarkan apa yang di ungkakan oleh slavin, model
pembelajaran cooperative tipe TGT memili ciri-ciri berikut :
a.
Siswa bekerja dalam kelompok-kelompok
kecil
Siswa
di tempatkan dalam kelompok-kelompok belajar yang beranggotakan 5 sampai 6
orang yang memiliki kemampuan,jenis kelamin,dan suku atau ras yang berbeda.Dengan
adanya heterogenitas anggota kelompok, diharapkan dapat memotivasi siswa untuk
saling membantu antar siswa yang berkemampuan lebih dengan siswa yang
berkemampuan kurang dalam menguasai materi pelajaran.
b.
Games tounamen
Dalam
permainan ini setiap siswa yang besaing merupakan wakil dari kelompoknya. Siswa
yang memilki kelompoknya, masing-masing di tempatkan dalam meja-meja turnamen.
Dalam setiap meja turnamen di usahankan setiap peserta mogen.
c.
Penghargaan kelompok
Langkah
pertama sebelum memberikan penghargaan kelompok adalah menghitung rata-rata
skor kelompok. Untuk memilih rerata skor kelompok dilakukan dengan cara
menjumlahkan skor yang diperoleh masing-masing anggota kelompok dibagi dengan
banyaknya anggota kelompok.
According to Soetjipto (2013) in Frianto, et
L.,(2016 : 75), Team Game Tournament procedure is as follows 1) teachers divide
students into groups of 4-5 heterogeneous students; 2) in the tournament table,
students are grouped according to the respective ability level; 3) students
occupy the tournament table guided judges and auxiliary judges; 4) carry out
the tournament; 5) scoring.
According to Slavin, cooperative learning TGT
consists of five stages: class presentation stage, teams, games, tournament,
and team recognition. Based on what are disclosed Slavin, then the model of
cooperative learning TGT has characteristics as follows: a) students work in
small groups; b) tournament games; and c) the groups awarding. (in Rusman in
Frianto, et al.,2016 : 75).
According Soetjipto in Frianto, et al., ( 2016 : 75
), Team Game Tournament rules are as follows 1) the game begins sequentially
and alternately; 2) participants get a turn choosing cards as desired; 3)
problem is read out loud by a jury; 4) if difficult card is answered correctly
obtain +3, wrong -3, pass = 0, the medium card if being answered correctly +2,
wrong -2 = pass 0, the easy card if answered correctly +1, wrong-1 pass = 0; 5)
if the participants do not dare answer, then the question will be thrown to the
other participants until the last participant; 6) if all participants cannot
answer, then the judge will read out the answer key; 7) after the game finished
fellow judges gathered to calculate the score.
According to Gonzalez and Arturo, et al.,(2014 : 9),
A TGT is organised to facilitate sharing of those questions among students as
follows:
1.
The facilitator introduces the topic in
lectures. This introduction lays the basis for the partial or full
accomplishment of a learning outcome.
2.
Students work in small teams to prepare
questions and their answers related to the topic and in agreement with specific
guidelines provided by the facilitator that aim to meet the learning outcome.
3.
Students answer questions proposed by
other team.
4.
Students are assigned scores according
to their individual performance (quality of proposed questions and accuracy of
answers) and their team performance (based on how their answers compared to
answers by other team).
According to Gonzalez and Arturo, et al.,(2014 : 4 –
5), TGT was developed by DeVries & Edwards in the early 70’s [15-17]. It
aims to promote learning by dividing the class into teams which play against
each other, and it has been employed in Schools at all grade levels. A
traditional way of applying TGT consists of forming the teams according to the
academic ranking of the members, so that the teams are balanced in average
performance. Then, each member of a team sits in a different table (according
to the academic ranking) meeting other members of other teams of similar
ranking [18-21]. The facilitator has a number of questions/answers (typically
in a card format) prepared for each table. In each table, one of the students
reads the question, and the other students can “pass” or “challenge” the
question. If a student that has challenged the question gets the answer right,
he gets a score that will add up to his/her individual score and that of
his/her team. The student to read the question and check the answer is changed
for every new question. Given the nature of the material in CVEN30150 and
CVEN40150 where calculations are required and answers cannot be immediate, such
a traditional pass-challenge TGT approach would not be feasible and a number of
novelties are incorporated to suit time constraints and allow participation of
all students.
According to Ritonga ( 2017 : 121 – 122), Steps in
the Implementation of Cooperative Learning TGT Type (Teams Games
Tournament).According to Etin and Raharjo (2007: 20) in general there are 5
main components in the application of TGT model, they are:
1.
Class Presentations At the beginning of
the lesson, the teacher presents the material in class presentation or often
also called class presentation. This activity is usually done by direct
instruction or by a teacher-led lecture. At the time of presenting this class,
the student should really pay attention and understand the material presented
by the teacher, as it will help the students work better during group work and
at the time of game because game score will determine group score.
2.
Group (Teams) Groups usually consist of
4 to 5 students whose members are heterogeneous in terms of academic
achievement, gender and race or ethnicity. The group function is to deepen the
material with the group's friends and more specifically to prepare the group
members to work properly and optimally during game. After the teacher presents
the class presentation, the group (team or study group) is in charge of
studying the worksheet. In this group learning the students' activities are
discussing problems, comparing answers, checking, and correcting the mistakes
of their friend's concepts if a group friend made a mistake.
3.
Games
The game consists of questions relevant to the material, and is designed
to test students' knowledge of classroom presentation and group learning. Most
games consist of simple numbered questions. This game is played on the table of
the tournament or race by 3 students representing the team or group
respectively. The student selects the numbered card and tries to answer the
question according to the number. Students who correctly answer the question
will get a score. These scores are later collected students for a tournament or
weekly race.
4.
Tournament or Contest Tournaments or competitions are learning
structures, where games happen. Usually tournaments or competitions are done at
the end of the week or on each unit after the teacher makes a class
presentation and the group is already working on the student worksheet. The
teacher's first tournament or contest divides the students into several
tournament or race tables. The three highest students of his achievement are
grouped on table I, the next three students on table II and beyond.
5.
Group Award (Team Recognition) After the
tournament or race ends, the teacher then announces the winning group, each
team or group will get a certificate or prize if the average score meets a
predetermined criteria. Team or group gets the nickname "Super Team"
if the average score 50 or more, "Great Team" if the average reaches
50-40 and "Good Team" if the average less than 40. This can please
the students for the achievements they have made.
According
to Ritonga ( 2017 : 122), the scenario in this TGT model is as follows:
1. The
instructors explain the goals to be achieved and present the material to be
discussed that day. Then instructors create a heterogeneous student group of
4-5 people, then provide the subject information and the mechanism of the
activity.
2. Prepare
a table of tournaments or contests sufficiently, e.g, 10 tables and for each
table occupied by 4 students with equal ability, the first table filled by
students with the highest level of each group and so on until the tenth table
occupied by the lowest level students. The determination of each student
sitting at a particular table is the result of a group agreement.
3. Next
is the implementation of tournaments or competitions, each student takes the
question card that has been provided on each table and do it for a certain
period (e.g, 3 minutes). Students can work on more than one problem and the
results are examined and assessed, resulting in a score of tournaments or
contests for each individual and at the same time the original group score.
Students at each table of the tournament or race in accordance with the scores
obtained are given title (title) of superior, very good, good and medium.
4. Likewise
for tournaments or third-fourth races, and so on. And shifting seats at the
tournament or race table according to the title, the superior students in the
same tournament table or race group, as well as for the tournament or other
contest table filled by students of the same degree.
5. After
completion count the scores for each group of origin and individual scores,
reward groups and individuals
TGT was Slavin’s original version of co_operation
learning ( DelVries dan Slavin, 1978). It similar to STAD in that you present
information to learnes and then they help one another learn. The different is
that the quinezzes are replaced with tournaments in which learnes compete with
members of other teams in order to gain points for their home team. To use this
strategy you would follow these steps :
1. Follow
steps 1 to 5 that STAD approach.
2. While
the learnes are learning in their groups, review your records of their learning
progress over the past few lesson so that you can classify each learner as low, medium or high achiver at
this time and for this aspect of their
learning. (Remember the ORE principle that learnes learn at different rates and
in different ways and do not fall into the trap of thinking that a learner
lacks ability simply because she/he is behind the learning of other members of
the class at this time.)
3. When
is time to check on what the learnes have learned, select three at a time for
the ‘tournament’. The tree learnes should be from the same category ( low,
medium or high achievers), but from different groups.
4. Pose
a series of questions ( perharps four) to the ‘contestans’ who will be trying
to be the first to answer (just like a quiz show on TV)
5. At
the end of the round (after four questions, or more if you need a ‘tie
breaker’) the winner earms one point for his/her team regardless of how many
questions they answered correctly or how difficult the questions were.
By having the high compete against one
another and low achivers complete against another, each team member has an
equal chance of scoring team points. Learnes do not have to complete against
the same people each week, particularly if some are making rapid progress in
the subject and others are making slow progress. You decided each week who will competein each round of the tournaments
of the groups and individuals who are learning well.
TGT is suited to the same types of
subject matter and learning outcomes as STAD. It requires a little more
organization than STAD, but can be very motivating for learnes. A variation to
TGT is to have the learnes complete against one another as teams rather than as
individuals-the teams try to be first to answer the questions. This woks best
when three is not much difference in the abilities and learning progress of the
learnes in the class, otherwise it become dominated by the high achievers (
Killen, Roy. 2006 : 197 ).
Feed teacher Toni Johnson uses
Teams-Games-Tournaments to help students master content and review before unit
test. Currently, Toni and her students are nearing the end of a unit a Freench
geography and culture. For the tournament, Toni prepares the following
materials ( F. Silver, Harvey,dkk. 2007 : 57-58 ).
·
Several decks of question cards. Each
deek contains the same. 35 question cardsin four separate categories:
geography; cultural customs and heritage ; conjugation ; and translation; ( See
Figure 4.1 for a sampling of question card.
·
A corresponding answer sheet, with
answers cued by number to each question card
·
A review and study worksheet focused on
the content of the tournament to help students prepare for the competition
2.1.4
The
tournament in TGT ( Teams Games
Tournament)
Sebelum turnamen dimulai, guru mererangkan secara
ringkas konsep-konsep pembelajarannya. Tahap selanjutnya adalah pembentukan
kelompok secara heterogen, dimana setiap kelompok terdiri dari 4-5 siswa.
Setiap kelompok bertugas untuk mendalami materi secara bersauru berfungsi
sebagai fasilitator dan mediator. Setelah selesai diskusi, siswa ditugaskan
pada meja-meja tournament atau pertandingan untuk 3 sampai 4 siswa yang
memiliki kemampuan akademis yang hampIr sama (Mariyangningsih,2018:48-49).
The TGT consists of three matches (24th October, 7th
and 21st November for CVEN30150, and 27th September, 1st November and 22nd
November for CVEN40150). The duration of each match is 2 hours. The pairing for
the 1st match is drawn at random. Ideally all teams would have faced each other
once, but due to time constraints (more teams than available time slots for
matches), the remaining matches are established according to the Swiss pairing
system. In the Swiss system, winners are pitted against winners, losers are
pitted against losers, and so on. This arrangement is in the spirit of CL where
teams must be evenly matched according to academic strength. In subsequent
matches, each team faces an opponent with the same, or almost the same points.
No team is paired up with the same opponent twice. A win counts as 3 points, a
draw as 1 point and no points are granted for a loss towards the general
classification. In the final classification, the teams are ranked according to
the points accumulated across all their matches. Organisation of a 2-hr Match
Session The tables in the project room
are organised in such a way that the members of each team can sit together and
separated from other teams. Initially, the facilitator provides a hand-out with
the requirements for the question/s deemed to be suitable for the match,
typically related to specific learning outcomes being dealt with at lectures.
For the last match where final rankings will be decided, the entire syllabus is
reviewed, and questions meeting any of the learning outcomes are accepted
(Gonzalez and Arturo, et al.,(2014 : 10 - 11).
During the 1st hour, each team member must prepare
his/her own question and the answer to that question. Different pages must be
submitted for the question and for the answer, labelled with the student’s and
team’s name at the top of each first page. The total number of questions
produced by each team is equal to the number of members of the team. In this
way, it is ensured everybody participates and the question is solvable within
the allocated time. Students are allowed to take as reference examples
available in lectures but they will be penalised if using too similar
parameters or asking for something trivial. The more creative and original the
question, the higher mark they will get. The use of external sources such as
books or web-based resources during the match is strictly forbidden to ensure a
fair competition (i.e., all students must use the same basic means: lecture
notes and course material available online). Although team mates should give
priority to their own question, they can help each other for this task
(Gonzalez and Arturo, et al.,2014 : 11).
At the end of the 1st hour, the team captain
collects questions and answers by all students to forward them to the
facilitator. Following a short break (at which the facilitator separates and
stores the answers of the 1st hour), the proposed questions are distributed to
the members of the opponent team (according to the draw). In case of unbalanced
number of players between two teams, two players are asked to answer the same
question. Each team is then given one hour to provide answers (as many as team
members). At the end of the 2nd hour, the facilitator collects all questions
and answers (Gonzalez and Arturo, et al., 2014 : 11).
2.1.5
Roles
of the Facilitator (teacher) in TGT ( Teams
Games Tournament)
According
to Gonzalez and Arturo, et al., (2014 : 12-13), The roles of the facilitator
include:
1.
To provide a prior knowledge in lectures
that serves the basis for the topic to be dealt with in the respective matches.
2.
To get the tournament started, to
establish and to clarify rules and concepts.
3.
To contribute to integrate members of
each team, promote participation and commitment and relieve any strain within
or between teams.
4.
To encourage and support teams and act
as a source of information available to the students.
5.
To act as a referee during the game,
i.e., to decide if a question is valid or not. A significant difference with
other approaches is that questions are proposed by the students, which can lead
to a number of conflicts such as the possibility of the question being unclear,
incomplete, inappropriate or not achievable within the allocated time.
6.
To decide the outcome of a match, i.e.,
if an answer by a team is better, equal or worse than the answer by a second
team. The facilitator will judge questions and answers on the basis of clarity,
complexity, and level of understanding and reflection. In this process, it will
become possible to compare the student’s perception of what is important and
what is not, to that of the facilitator. The facilitator will be able to
evaluate if the right thing has been transmitted.
7.
To provide feedback to the teams.
Selected games including questions and corrected answers (signalling typical
errors) will be scanned and uploaded online and discussed in lectures. Only the
names
of those students that score are revealed to emphasize their contribution to
the team.
8.
To keep accurate and periodic records of
individual performances.
9.
To recognize team scores in form of an
updated classification table. Following a match, the table is uploaded and made
available online and eventually reported in lectures.
2.1.6
Kelebihan
dan kelemahan Model TGT ( Teams Games
Tournament)
Menurut Suarjana (2000) dalam Ekocin (2011) dalam
solihah (2016 : 49) menyatakan model pembelajaran Teams Games Tournament (TGT)
memiliki beberapa kelebihan di antaranya:
(a) lebih meningkatkan pencurahan
waktu untuk tugas,
(b) mengedepankan penerimaan
terhadap perbedaan individu,
(c) dengan waktu yang sedikit siswa
dapat menguasai materi secara mendalam,
(d) proses belajar mengajar
berlangsung dengan keaktifan dari siswa,
(e) motivasi belajar lebih tinggi,
serta
(f) mendidik siswa untuk berlatih
bersosialisasi dengan orang lain.
Model pembelajaran
kooperatif tipe TGT unggul dalam membantu siswa
memahami konsep-konsep sulit. Pembelajaran kooperatif juga memberikan efek
terhadap sikap perbedaan antar-individu baik ras maupun ragam budaya ( Wiwit,
dkk, 2012 : 72).
According to Gonzalez and Arturo, et al.,(2014 : 17
- 18), Compared to a traditional tutorial format as described before, in the
proposed TGT format:
1. Students
are more focused and interact more. In the 1st match, the facilitator noticed
more discussion among the 3rd year’ students than the more mature 4th year’s,
although, overall, students worked rather individually, doing their own thing,
without paying too much attention to their team mates. In the 2nd and further
matches, the attitude changed, and students shared knowledge with their peers
and supported each other significantly. This is in agreement with previous
research that indicates a minimum period of exposure to CL is necessary before
becoming efficient in developing critical thinking and social skills [34, 35].
Initially, it could have been thought that those teams composed of only Civil
Engineering students or only Structural Engineers with Architecture would
perform better than more academically heterogeneous teams given that they knew
each other longer and probably worked together in the past. The latter could
have been a trigger to experience the positive effects of CL from an early
start. However, there was a close competition without a team that clearly stood
above the others.
2. Students
are more enthusiastic and appear to enjoy more themselves. After completing a
session they would let us know they were looking forward to the results of the
matches or an anecdotic “Good Game!” would be pointed by a student to a student
of other team. From the 2nd match onwards, students appear relaxed and often
make their opponents smile on the challenge they are confronting them with.
3. There
is a higher level of participation and commitment. All students participate and
they do it in an original way, proposing a different question and answer. They
do so as they are aware otherwise they or their team will not be rewarded and
assessed positively. In traditional tutorials involving group work, the danger
of having a reduced number of people doing most of the work is considerably
higher.
4. A
valuable and relatively large database of questions and corrected answers
(including typical errors or misconceptions) is generated and made available
online to all students. This database is a relative measure of how far critical
thinking and level of reflection has been developed compared to other.
approaches with fixed questions and answers.
As
quoted from DeVries (1980: 5), TGT works for several reasons as a teaching
technique. First, it capitalizes on the cooperative aspects of small groups,
the motivational nature of instructional games, the competitive spirit of
tournaments and the students’ familiarity with all of these. Second TGT is
inexpensive. It does not require costly materials or special facilities. TGT
uses only materials and equipment available in most schools – even those whose
budgets are limited and it is at home in any kind of physical classroom
structure. Third, TGT is easy to implement. It is designed to be used in
30-to-45-minute class periods, in any subject, with elementary and secondary
school students, in conventional and experimental classroom arrangements (
Yopita, 2017 : 23 ).
Di dalam TGT juga
terdapat kelemahan di antaranya: bagi guru sulitnya mengelompokkan siswa yang
mempunyai kemampuan heterogen dari segi akademis, serta adanya siswa
berkemampuan tinggi yang kurang terbiasa dan sulit memberikan penjelasan kepada
temannya (Suarjana dalam Ekocin dalam
solihah , 2016 : 49)
Komentar
Posting Komentar