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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.