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provide reinforcement in the form of praise, giving a chance and so on.
B. Relevant Research
1. Research conducted by Dwi Windiana Ramadhani 2014 the tittle is Penerapan Model Kooperatif Learning Tipe Team games Tournament
TGT dengan Pendekatan Saintifik untuk Meningkatkan Hasil Belajar Kimia Siswa Kelas X7 MAN 1 Model Kota Bengkulu. The results showed
that the chemistry learning using Cooperative Model Type of Team Games Tournament TGT with a Scientific Approach is improve learning
achievement and student activity. The increasing of student activity known from the average score of student activity observation sheet in the first
cycle: 23 with enough categories, Cycle II: 31 good category, and the third cycle: 35 in both categories. And improving student learning achievement
in the first cycle: the average value of 37.08; absorption of 37.08, and 0 with criteria of minimum mastery not yet completed, the second cycle: the
average value of 73.75; absorption of 73.75, and 66.67 criteria of minimum mastery yet completed, and the third cycle: the average value of
83.75; absorption of 83.75, and 87.50 completeness study with criteria of minimum mastery. This study has the similarity in the form of the use
of Team Game Tournament Type of cooperative learning model as well as the use of learning achievement as research object. The difference of this
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study with Dwi Windiana Rahmadhani, et al ’s research are the learning
motivation as objects, subjects and study sites. 2. Research conducted by Arin Pranesti 2015 entitled Implementasi Model
Pembelajaran Kooperatif Tipe Team Game Tournament untuk Meningkatkan Motivasi Belajar dan Hasil Belajar Akuntansi siswa kelas
XI Akuntansi 2 SMK Negeri 2 Purworejo Tahun Ajaran 20142015. The results showed that the application of cooperative learning model of TGT
can improve Learning Motivation and Achievement of Accounting Learning as evidenced by an increase learning motivation scores of 5.72
from the score of the first cycle of 72.41 increase to 78.13 in the second cycle. Accounting Learning Achievement increase of the result of pre test
of 69.84 increased to 77.97 on the value of post test cycle I. In the second cycle increased by 28 from the average value of the second cycle of pre
test increased to 90.31 at 70.78 the value of post test. The similaritys with this study is the use of cooperative learning model Team Game
Tournament, and the use of the research object in the form of learning motivation and achievement of learning accounting. The difference this
study with Arin Pranesti ’s research are location and time of the study.
3. Research conducted by Aan Ismanto in 2015, entitled Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament TGT untuk
Meningkatkan Keaktifan dan Prestasi Belajar Mata Pelajaran Melakukan Prosedur Administrasi Kelas XE Administrasi Perkantoran SMK Negeri 1
Pedan Tahun Ajaran 20142015. The result showed that the activity of
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learning and student achievement has increased. Prior to the implementation of cooperative learning model type Teams Games
Tournamant TGT 40.16 student activity and student achievement is not maximized, namely 69.44 to reach criteria of minimum mastery. In the
first cycle of increased activity of students from 40.16 to 67.93 and student achievement increased from 69.44 to 80.56. In the second
cycle activity of students increased from 67.93 to 85.41 and the learning achievement increased from 85.41 to 91.67. It can be
concluded that the application of cooperative learning model type Teams Games Tournament TGT can improve the activity and learning
achievement subjects of administrative procedures. The similaritys with this study is the use of cooperative learning model Team Game
Tournament and an object of research is learning achievement, then the difference is the object of the research which students activities on Aan
Ismanto ’s research, whereas this study uses the object of research is the
learning motivation. Another difference is the time and place of study.
C. Conceptual Framework