Talking Stick-Based Team Games Tournament Learning Model on Students' Interest in Learning Akidah Akhlak
https://doi.org/10.51574/ijrer.v5i2.4726
Keywords:
Aqidah Akhlak, Interest, Learning Interest, Talking Stick, Team Games TournamentAbstract
This research is driven by the low interest of students in the subject of Aqidah Akhlak at MTs Darul Huda Bandar Lampung, specifically characterized by minimal engagement and attention. Preliminary findings indicated that while students experienced feelings of enjoyment, their enthusiasm did not translate into active participation or optimal learning focus. This study aims to determine the effect of the Talking Stick-based Team Games Tournament (TGT) learning model on students' learning interests. The research involved class VIII D as the experimental group and class VIII C as the control group, using a quantitative quasi-experimental approach with a post-test-only control group design. The results of the independent sample t-test yielded a significance value (p-value) of 0.017, which is significantly below the 0.05 alpha threshold, confirming a substantial difference in engagement levels between the active experimental class and the passive control class. The combination of academic tournaments and Talking Stick media proved effective in creating a fun, competitive, and focused classroom atmosphere, thereby significantly increasing student involvement dynamics. This study contributes to the field of pedagogy by providing empirical evidence that integrating collaborative game-based models with interactive media can effectively address student passivity and enhance learning motivation in religious education contexts.
References
Ahn, J. N., Hu, D., & Vega, M. (2020). “Do as I do, not as I say”: Using social learning theory to unpack the impact of role models on students' outcomes in education. Social and Personality Psychology Compass, 14(2), e12517. https://doi.org/10.1111/spc3.12517
Azizah, E. N., Koesmadi, D. P., & Nur’afifah, U. U. (2024). Pengaruh Metode Teams Games Tournament (Tgt) terhadap Minat Belajar Bahasa Indonesia Siswa Kelas IV di Mi Al Falah Beran. EDUKASIA: Jurnal Pendidikan Dan Pembelajaran, 5(1), 1527–1532. https://doi.org/10.62775/edukasia.v5i1.1064
Cook, D. A., & Artino Jr, A. R. (2016). Motivation to learn: an overview of contemporary theories. Medical education, 50(10), 997-1014. https://doi.org/10.1111/medu.13074
Damayanti, L. N. R., & Miswanto, M. (2022). The influence of Teams Games Tournament learning model on middle school students' mathematics interest and learning outcomes. International Journal on Teaching and Learning Mathematics, 5(2), 103-112. https://doi.org/10.18860/ijtlm.v5i2.24235
Dara, V. L., & Kesavan, C. (2025). Analyzing the concept of participatory learning: strategies, trends and future directions in education. Kybernetes, 54(7), 3882-3915. https://doi.org/10.1108/K-12-2023-2581
Fitri, F. (2020). Pengaruh Minat Baca Dan Kebiasaan Belajar Terhadap Hasil Belajar IPA Terpadu Siswa Di Kecamatan Sabbangparu Kabupaten Wajo:(the Influence of Reading Interest and Learning Habit Toward Students Learning Outcomes in Kecamatan Sabbangparu Kabupaten Wajo). Uniqbu Journal of Exact Sciences, 1(3), 98-103. https://doi.org/10.47323/ujes.v1i3.73
Fitri, S., Saputra, F. D., & Taufiq, M. (2022). Pengaruh Penggunaan Smartphone Terhadap Minat Belajar Siswa SMK Negeri 1 Tasikmalaya. JUPEIS: Jurnal Pendidikan dan Ilmu Sosial, 1(3), 1-5. https://doi.org/10.55784/jupeis.vol1.iss3.65
Gustika, C. D., Fitriani, A. D., Dwiana, R., & Aminah. (2024). Penerapan Model Pembelajaran Teams Games Tournament (TGT) dalam Meningkatkan Minat Belajar Peserta Didik. Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 11(3), 461–472. https://ejournal.upi.edu/index.php/pedadidaktika/article/view/77083
Handayani, F., & Sari, D. D. (2023). Meningkatan aktivitas, keterampilan berbicara, dan hasil belajar menggunakan model Prolog pada kelas IV sekolah dasar. Jurnal Pendidikan, Bahasa Dan Budaya, 2(4), 105-118. https://doi.org/10.55606/jpbb.v2i4.2339
Hasanah, I. U. (2020). Upaya Meningkatkan Kinerja Guru PAI dalam Menyusun RPP Berbasis Kecakapan Abad 21, Literasi dan HOTS melalui Workshop di SMP se-Depok Kabupaten Sleman. Jurnal Pendidikan Madrasah, 5(1), 69-80. https://doi.org/10.14421/jpm.2020.51-08
Hasanah, U., Wijayanti, R., & Liesdiani3, M. (2020). Penerapan Model Pembelajaran TGT (Teams Games Tournament) dengan Permainan Ludo terhadap Hasil Belajar Siswa. ANARGYA: Jurnal Ilmiah Pendidikan Matematika, 3(2), 104–111. https://doi.org/10.24176/anargya.v3i2.5334
Hattie, J., Hodis, F. A., & Kang, S. H. (2020). Theories of motivation: Integration and ways forward. Contemporary educational psychology, 61, 101865. https://doi.org/10.1016/j.cedpsych.2020.101865
Herlambang, A. D., Sasmita, D. A., & Wijoyo, S. H. (2021). Pengaruh Minat Belajar, Gaya Belajar, Dan Kemampuan Berpikir Kreatif Terhadap Hasil Belajar Mata Pelajaran Dasar Desain Grafis. Edutic - Scientific Journal of Informatics Education, 7(2), 105–115. https://doi.org/10.21107/edutic.v7i2.8583
Kharisma, K., Erlina, E., & Sunarto, S. (2025). Learning Interest: An Experimental Study of the SAVI (Somatic, Auditory, Visual, Intellectual) Learning Model. ETDC: Indonesian Journal of Research and Educational Review, 5(1), 391-403. https://doi.org/10.51574/ijrer.v5i1.4303
Kurniasih, E. (2021). Implementasi Model IDEAL Problem Solving Berbantuan Media “Beko” Untuk Meningkatkan Prestasi Belajar Materi Keliling dan Luas Lingkaran Siswa Kelas VI Sekolah Dasar. Jurnal Riset Pendidikan Dasar (JRPD), 2(1), 53–65. https://doi.org/10.30595/jrpd.v2i1.9540
Launin, S., Nugroho, W., & Setiawan, A. (2022). Pengaruh Media Game Online Wordwall Untuk Meningkatkan Minat Belajar Siswa Kelas IV. JUPEIS: Jurnal Pendidikan Dan Ilmu Sosial, 1(3), 216-223. https://doi.org/10.55784/jupeis.vol1.iss3.176
Lestari, R. P., Sitika, A. J., & Nurhasan, N. (2023). Efektivitas Penerapan Model Pembelajaran Teams Game Tournament (Tgt) Dan Talking Stik (Ts) Dalam Meningkatkan Motivasi Belajar Peserta Didik Pada Mata Pelajaran Ski Di Kelas X IPA 2 MAN 2 Karawang. Jurnal Ilmiah Wahana Pendidikan, 9(22), 785-798. https://doi.org/10.5281/zenodo.10141034
Li, S., Hong, Y. C., & Craig, S. D. (2023). A systematic literature review of social learning theory in online learning environments. Educational Psychology Review, 35(4), 108. https://doi.org/10.1007/s10648-023-09827-0
Mahmudah, R. A., Akhyar, M., & Helmi, H. (2023). Peningkatan minat belajar fisika kelas XI IPA SMA Negeri 23 Makassar melalui metode praktikum sederhana. Jurnal Pemikiran dan Pengembangan Pembelajaran, 5(2), 1432-1438.
Manalu, S. I. Y., & Margareta, E. (2023). Pengaruh Model Pembelajaran Team Games Tournament (Tgt) Terhadap Hasil Belajar Ips Siswa Kelas VII SMP Negeri 1 Lawe Sigala-Gala. Jurnal Pendidikan Ekonomi dan Entrepreneurship, 1(3), 24-33. https://ejournal.uhn.ac.id/index.php/entrepreneurship/article/view/1404
Papakostas, C. (2024). Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education. Teaching Theology & Religion, 27(4), 137-154. https://doi.org/10.1111/teth.12685
Pebria, W., Imamuddin, M., Isnaniah, & Ismirawati. (2024). Minat Belajar Siswa Pada Pembelajaran Matematika Integrasi Nilai-Nilai Islam. Jurnal Pendidikan Matematika, 4(2), 99–107. https://doi.org/10.47766/arriyadhiyyat.v4i2.2246
Sari, R., Jannah, F., & Rahmi, N. (2023). Meningkatkan Aktivitas, Motivasi Dan Hasil Belajar Menggunakan Model Ground Peat Untuk Siswa Sekolah Dasar. DIKSEDA: Jurnal Pendidikan Sekolah Dasar, 1(1), 47–62. https://dikseda.winayailmu.id/index.php/1/article/view/5
Solihah, M., & Hawa, A. M. (2024). Pengaruh Model Pembelajaran TGT (Team Games Tournament) Berbantuan Alat Peraga Japin Terhadap Minat Belajar Siswa Kelas 3 Sekolah Dasar. Jurnal Ilmiah Pendidikan Dasar, 9(3), 232–241. https://doi.org/10.23969/jp.v9i3.19593
Suryansyah, S., Badaru, B., Bustang, B., Hasyim, H., & Hudain, M. A. (2025). Team Games Tournament Model in Elementary School Students: Learning Outcomes of Passing in Football Games. ETDC: Indonesian Journal of Research and Educational Review, 4(4), 1028-1038. https://doi.org/10.51574/ijrer.v4i4.3501
Syaipul, S., Rusmiati, S., & Sisi, H. (2024). Meningkatkan Minat Belajar Melalui Media Kartu Bergambar pada Anak Kelompok B6 di RA Al-Huda Samarinda. BOCAH: Borneo Early Childhood Education and Humanity Journal, 3(1), 25–33. https://doi.org/10.21093/bocah.v3i1.7538
Trinity P, C. A., Manik, J., & Naibaho, F. R. (2023). Pengaruh Model Pembelajaran Team Games Tournament (TGT) Terhadap. Pembelajaran Dan Ilmu Sosial, 1(4), 238–251. https://doi.org/10.61132/sadewa.v1i4.258
Urhahne, D., & Wijnia, L. (2023). Theories of motivation in education: An integrative framework. Educational Psychology Review, 35(2), 45. https://doi.org/10.1007/s10648-023-09767-9
Utomo, H. P., Hendrayana, A., Yuhana, Y., & Saputro, T. V.D. (2021). Pengaruh Gender Terhadap Kemampuan Pemecahan Masalah dan Penalaran Matematis Ditinjau dari Minat Belajar. TIRTAMATH: Jurnal Penelitian Dan Pengajaran Matematika, 3(2), 106. https://doi.org/10.48181/tirtamath.v3i2.12643
Vartiainen, H. (2017). Designing participatory learning systems. In Sustainability, Green IT and Education Strategies in the Twenty-first Century (pp. 569-583). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-57070-9_21
Wati, H. B., Listyarini, I., Sudiyono, S., & Artharina, F. P. (2024). Efektivitas Model Pembelajaran Teams Games Tournament terhadap Hasil Belajar Pendidikan Pancasila dan Kewarganegaraan. Jurnal Inovasi, Evaluasi Dan Pengembangan Pembelajaran (JIEPP), 4(1), 105–112. https://doi.org/10.54371/jiepp.v4i1.385
Yolanda, S., & Meilana, S. F. (2021). Pengaruh Aplikasi Quizizz Terhadap Minat Belajar IPA Siswa Kelas V di Sekolah Dasar. Jurnal Educatio, 7(3), 915–921. https://doi.org/10.31949/educatio.v7i3.1286
Yulianti, L., Fauziah, D. N., Ulya, N., Singaperbangsa, U., & Abstract, K. (2023). Pengaruh Model Pembelajaran Kooperatif Team Games Tournament Terhadap Minat Belajar Siswa Kelas VIII Pada Mata Pelajaran Pendidikan. Jurnal Ilmiah Wahana Pendidikan, 9(22), 560–569. https://doi.org/10.5281/zenodo.10129400
Zainuddin, M., Mardianto, M., & Matsum, H. (2023). Development of game-based learning media on islamic religious education materials. Nazhruna: Jurnal Pendidikan Islam, 6(1), 13-24. https://doi.org/10.31538/nzh.v6i1.2824
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Siti Umi Kholifah, Deden Makbuloh, M. Indra Saputra

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


















