EFFECTIVENESS OF THE TEAM GAMES TOURNAMENT LEARNING MODEL ASSISTED BY QUIZWHIZZER ON LEARNING OUTCOMES AND JOYFUL LEARNING OF PANCASILA EDUCATION STUDENTS OF ELEMENTARY SCHOOL
DOI:
https://doi.org/10.38048/jipcb.v13i2.6811Keywords:
Joyful learning, Pancasila Education, Quizwhizzer, Team games TournamentAbstract
This study aims to analyze the differences in joyful learning and students’ learning outcomes between those taught using the Teams Games Tournament (TGT) model integrated with Quizwhizzer and those taught using conventional methods, as well as to examine the effectiveness of the model on joyful learning and learning outcomes in Pancasila Education. This study employed a quasi-experimental design with a nonequivalent control group design involving 37 fifth-grade students at SDN Wonosari 03, Semarang City, divided into an experimental class and a control class. Data were collected through interviews, a joyful learning questionnaire, and a learning outcomes test. The questionnaire consisted of 20 valid and reliable Likert-scale items (Cronbach’s Alpha = 0.731), while the test consisted of 20 valid and reliable multiple-choice items (Cronbach’s Alpha = 0.770). The results revealed a significant difference in joyful learning between the experimental and control classes based on the independent samples t-test (Sig. (2-tailed) = 0.000 < 0.05). The N-Gain score for joyful learning in the experimental class was 0.71 (high category), compared to 0.19 (low category) in the control class. For learning outcomes, the experimental class obtained an N-Gain of 0.58 (moderate category), while the control class obtained 0.29 (low category). These findings indicate that improvements in both joyful learning and learning outcomes were higher in the experimental class than in the control class. It can be concluded that the TGT model integrated with Quizwhizzer has a positive effect on improving students’ joyful learning and learning outcomes compared to conventional instruction.
References
Agustianti, R., Nussifera, L., Wahyudi, Angelianawati, L., Meliana, I., Sidik, E. A. N., Nurlaila, Q., Simarmata, N., Himawan, I. S., Pawan, E., & Ikhram, F. (2022). Metode penelitian kuantitatif & kualitatif. Tohar Media.
Ahmad Alwi, Athifa Radella tabina, & Nurul Azmi Aziz. (2024). Cooperative learning: improving students’ understanding, social skills, and motivation. Socio-Political Communication and Policy Review, 1(1), 1–5
Camacho-Sánchez, R., Rillo-Albert, A., & Lavega-Burgués, P. (2022). Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation. Applied Sciences, 12(21), 11214
Cutting, J., & Deterding, S. (2024). The task-attention theory of game learning: a theory and research agenda. Human–Computer Interaction, 39(5–6), 257–287.
Eci, H., Rochmiyati, S. ., & Dewana, E. N. . (2024). Penerapan Model Kooperatif Learning Tipe TGT Untuk Meningkatkan Hasil Belajar Kelas IIB Pada Pendidikan Pancasila . Prosiding Seminar Nasional Pendidikan Profesi Guru, 3(1), 1021–1028.
Fitri, A., Rahim, R., Nurhayati, Aziz, Pagiling, S. L., Natsir, I., Munfarikhatin, A., Simanjuntak, D. N., Huatgaol, K., & Anugrah, N. E. (2023). Dasar-dasar Statistika untuk Penelitian. Yayasan Kita Menulis.
Kurniawan, I. & Zabeta, M. (2025). Analisis Penggunaan Media Pembelajaran Digital Pada Siswa Kelas V Di Sekolah Dasar. Research and Development Journal of Education, 11(1), 258-267.
Machali, I. (2021). Metode Penelitian Kuantitatif (Panduan Praktis Merencanakan, Melaksanakan, dan Analisis dalam Penelitian Kuantitatif). Fakultas Ilmu Tarbiyah dan Keguruan UIN Sunan Kalijaga Yogyakarta.
Marwah, S., & Jasiah, J. (2025). Pengembangan Media Pembelajaran Berbasis Quizwhizzer untuk Meningkatkan Pemahaman Siswa dalam Materi Beriman Kepada Allah SWT kelas VII . Jurnal Pendidikan Tambusai, 9(3), 33330–33336.
Meisanti, E. (2025). Implementasi Model Team Games Tournament (Tgt) Berbasis Media Digital Untuk Meningkatkan Motivasi Belajar Siswa Sdn Simomulyo Iv Surabaya. Proceeding Umsurabaya
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177.
Nik Suriati Nik Hassan, Hamnah Che Hamzah, Nor Zuriati Amani Ab Rani (2025). A Conceptual Review of Gamification and Game-Based Learning: Enhancing Student Motivation and Engagement in Online Learning. , 9(25),
Ngoc Tuong Nguyen, T., & Thi Kim Oanh, D. (2025). Cooperative learning and its influences on student engagement. Cogent Education, 12(1).
Qiao, S., Yeung, S. S., Shen, X. A., Leung, K. L., Ng, T. K., & Chu, S. K. W. (2024). How competitive, cooperative, and collaborative gamification impacts student learning and engagement. Language Learning & Technology, 28(1), 1–19
Rahmatiani, R., et al. (2025). Pembelajaran mindful, meaningful, & joyful. Penerbit Litnus.
Salsabilla, A., Cahya, I. N., Latipah, T., & Farhurohman, O. (2025). Meningkatkan Kualitas Pembelajaran di Sekolah Dasar melalui Metode Aktif dan Inovatif. ARZUSIN, 5(4), 1603-1618.
Silaban, R. A., Nurchintyawati, I., Effendi, E., Madjid, M., Hidayah, N., Ningsih, R. W., & Akbar, J. S. (2025). Taksonomi Pendidikan. Deli Serdang: Mifandi Mandiri Digital.
Sugiyono. (2022). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta
Sugiyono. (2023). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Widodo, S., Ladyani, F., Lestari, S. M. P., Wijayanti, D. R., Devrianya, A., Hidayat, A., & Widya, N. (2023). Buku Ajar Metode Penelitian. CV. Science Techno Direct.
Xu, X., Shi, Z., Bos, N. A., & Wu, H. (2023). Student engagement and learning outcomes: an empirical study applying a four-dimensional framework. Medical Education Online, 28(1).
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2026 Jurnal Ilmiah Pendidikan Citra Bakti

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
