Integrating Team Game Tournament by Using Digital Based Application to Enhance Students' Writing Skill at Seventh Grade in Junior High School

Authors

  • Agung Safrianto Pendidikan Bahasa Inggris, Universitas Pakuan, Indonesia
  • Abdul Rosyid Pendidikan Bahasa Inggris, Universitas Pakuan , Indonesia
  • Purwati Pendidikan Bahasa Inggris, Universitas Pakuan , Indonesia
  • Febriyana Khoirulnisa Pendidikan Bahasa Inggris, Universitas Pakuan , Indonesia
  • Mutiara Putri A Pendidikan Bahasa Inggris, Universitas Pakuan , Indonesia
  • Wilda Khoirunnisa Pendidikan Bahasa Inggris, Universitas Pakuan , Indonesia

DOI:

https://doi.org/10.24256/ideas.v13i2.7755

Keywords:

Writing skills, Team Game Tournament, Digital-based learning, Classroom action research, educational technology

Abstract

This study aims to improve the writing skills of seventh-grade students at Junior High School 5 Bogor through the implementation of the digital-based Team Game Tournament (TGT) strategy. The research employed a Classroom Action Research (CAR) design based on the Kemmis and McTaggart model, which consists of four stages: planning, action, observation, and reflection, conducted over two cycles. Data were collected through writing tests (pre-tests and post-tests), observation sheets, field notes, and student questionnaires. Quantitative results showed improvement in students' writing scores, from an average of 52.40 in the pre-test to 75.40 in the post-test of Cycle II. Qualitative findings revealed increased student motivation, participation, and collaboration in writing activities. The study concludes that integrating TGT with digital applications is effective in improving students’ writing skills and active engagement in the classroom. This finding demonstrates that the integration of technology into collaborative learning significantly enhances student engagement and achievement in writing.

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Published

2025-12-28

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