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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
Accounting Vocational Competency learning process in schools still using speech method so learning only goes in one direction and monotonous. The
using of speech method oftenly makes students become bored and lazy to follow the learning process of Accounting Vocational Competency at school.
Learning process on Vocational Competency based on 2013 curriculum, it
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requires teachers to be creatively organizing fun learning, and interesting to motivate students to participate actively. Accounting Vocational Competency
Learning is learning that involves thinking, observation, liveliness and accuracy of the types of transactions that occurred in the trading company.
Cooperative learning model is one of learning models which is able to enhance the activity of students and develop
students’ knowledge especially on small groups in the classroom. One of cooperative learning models is Team
Games Tournament TGT, there is a Game and Tournament besides learning in a group after students complete academic learning materials. It is expected
that students were able to be motivate to learn and learning achievement could be better with the game, tournament and awards in learning activities.
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XI Accounting 1 Student of SMK Negeri 1 Pengasih
The increasing of learning achievement
The increasing of learning motivation
Figure 1. Conceptual Framework Problem :
1. Teacher were using speech and question answer method. 2. Limitation of teacher knowledge about learning model.
3. One way interaction that happened make students felt bored and sleepy.
4. So, learning achievement were not optimal. 5. The modules were not effective
The implementation of Team Game Tournament type cooperative learning model
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D. Action Hypothesis
1. The implementation of Team Games Tournament TGT Type Cooperative Learning Model can increase learning motivation of XI
Accounting 1 student of SMK Negeri 1 Pengasih Academic Year 20162017.
2. The implementation of Team Games Tournament TGT Type Cooperative Learning Model can increase learning achievement of XI
Accounting 1 student of SMK Negeri 1 Pengasih Academic Year 20162017.
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CHAPTER III RESEARCH METHOD
A. Research Design
The research, entitled Implementation of Team Games Tournament TGT Type Cooperative Learning Model to Improve Learning Motivation and
Learning Achievement of XI Accounting 1 Students of SMK Negeri 1 Pengasih Academic Year 20162017 is a classroom action research.
Design of this research is Classroom Action Research CAR conducted a collaboration among principals, accounting teacher and researcher.
According to Kunandar 2011: 44 Classroom Action Research is an action research conducted by teacher as well as researcher in class or jointly with
others collaboration by designing, implementing, and reflect the action collaboratively and participatively, that had aims to repair or improve the
quality of the learning process in their class through an action treatment in a certain cycle. Then there are three items that can be explained:
1. Research is an activity of looking for specific object through a scientific methodology to collect and analyze data to solve a problem.
2. Action is an activity that is intentionally done with a specific purpose in the form of a cycle of activities that aim to improve or increase the quality
of teaching and learning process. 3. The classroom is a group of students at the same time receive the same
lessons from a teacher.