Metode Learning Tournament Untuk Meningkatkan Kreativitas Dan Hasil Belajar Siswa Kelas III Dalam Pembelajaran Pendidikan Agama Islam Di SDN 17 Batang Anai Kabupaten Padang Pariaman

<p><em>This research is based on fact that creativity and learning output of religion subject of students grade III in</em><em> </em><em>S</em><em>D</em><em>N </em><em>17 Batang Anai</em><em> are still low.</em>...

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Bibliographic Details
Main Author: Nurlaili Nurlaili
Format: Article
Language:Indonesian
Published: Indonesian Institute for Counseling, Education and Therapy (IICET) 2016-10-01
Series:Jurnal Konseling dan Pendidikan
Subjects:
Online Access:http://jurnal.konselingindonesia.com/index.php/jkp/article/view/59
Description
Summary:<p><em>This research is based on fact that creativity and learning output of religion subject of students grade III in</em><em> </em><em>S</em><em>D</em><em>N </em><em>17 Batang Anai</em><em> are still low.</em><em> </em><em>This research is aimed to improve creativity and learning output of students grade III </em><em> </em><em>S</em><em>D</em><em>N </em><em>17 Batang Anai</em><em> by implementing Learning</em><em> </em><em>Tournament method</em><em>. This is a class action research that consists of two cycles including four steps: planning, action, observation, and reflection. Data of research were obtained through observation, </em><em>note</em><em>, and test. Obtained data were analyzed quantitatively and qualitatively.</em><em> In cycle I, percentage of student’s creativity score is 28.48%and become 78.33% in cycle I</em><em>I</em><em>. Meanwhile, percentage of student’s learning output score in cycle I is 50.00% and become 83.33% in cycle II.</em> <em>Hence, it can be concluded that </em><em>Learning</em><em> </em><em>Tournament</em><em> </em><em>method can improve creativity and learning output of students grade III </em><em>SDN</em><em> </em><em>17 Batang Anai.</em><em> </em></p>
ISSN:2337-6740
2337-6880