Penerapan Mystery Box Menggunakan Model Pembelajaran Teams Game Tournament Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Pada Kelas 5A SDN Kotalama 5 Malang

  • Ameylia Fatmawathus Sholichah Universitas PGRI Kanjuruhan Malang
  • Yulianti Universitas PGRI Kanjuruhan Malang
  • Isa Iswinarno Universitas PGRI Kanjuruhan Malang
Keywords: Mystery Box, Teams Game Tournament, Problem Solving, Math Learning

Abstract

Abstract: This study aims to improve the problem solving ability of VA class students of SDN Kotalama 5 Malang through the application of Mystery Box learning media and Teams Game Tournament (TGT) learning model on the material of multiplication of natural numbers up to 100,000. The method used was Classroom Action Research (PTK) with two cycles, each consisting of two meetings. The research subjects were 23 students. The results showed that before implementation, the average student problem solving score was only 33.3% with 13.04% completeness. After the implementation of cycle I, the average increased to 80.22% (73.91% completeness), and in cycle II it increased again to 87.91% (91.3% completeness). The results show that the use of Mystery Box and TGT models is effective in improving problem solving skills, so it can be used as an alternative in learning mathematics in elementary schools. This improvement is expected to help students be more active and creative in learning, and more ready to face challenges in problem solving.

Published
2024-10-31
Section
Articles