This research aims to improve student learning outcomes through the use of teams games tournament (TGT) learning. This classroom action research was carried out in class VII B of SMP Negeri 10 Manokwari. The research subjects were 18 students. The cycle was carried out as much as and and a test to measure student learning outcomes. The results of the study show that the use of TGT learning can improve student learning outcomes. It is proven by the percentage of the average classical completeness score of students' learning outcomes in the first cycle of 77.8% and increased in the second cycle to 88.8%. The findings indicate that student learning outcomes has met the 75% classical standard. Student activity has also increased. Based on the results of the research that has been done, it can be concluded that the application of TGT can improve student learning outcomes.
Using multimodal literacy theory for BIPA teachers today is a must. Various innovations are needed to improve the ability of BIPA learners. One of the media that can be applied is graphic novels, containing attractive pictures and colors, audio, and even textures in materials are very important in BIPA learnng. Students are encouraged to think, analyze, and present arguments. Therefore, students become more active and have many opportunities to explore their abilities. The problem studed is how to use graphic novels as a BIPA learning resource. This study uses a qualitative mehhod with a literature study design. For the reason that the previous teaching materials published by the Ministry of Education and Culture still have to be reviewed. With the purpose that in the future, BIPA teaching materials can develop to be more interesting and effective.
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