Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pemanfaatan Sampah Plastik Dan Pigmen Warna Tumbuhan Dalam Pembuatan Ecobrick Dan Ecoprint Untuk Meningkatkan Kreativitas Anak Nasution, Dewi Kesuma; Adela, Meutia; Panjaitan, Agnes Clarissa; Sinaga, Yunita Sari; Marina, Marina; Manurung, Morita Br; Sihotang, Romita; Rahmawati, Rosvi; Marbun, Rosalya
IHSAN : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 2 (2024): Ihsan: Jurnal Pengabdian Masyarakat (Oktober)
Publisher : University of Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/ihsan.v6i2.21210

Abstract

Pengelolaan sampah di Kota Medan masih belum dikelola dengan baik sehingga masih banyak sampah yang berakhir di TPA khususnya sampah plastik. Tujuan dalam penelitian ini adalah pemanfaatan sampah plastik dan pigmen warna tumbuhan dalam pembuatan ecobrick dan ecoprint untuk meningkatkan kreativitas anak. Adapun metode yang digunakan dalam penelitian ini adalah (1) Materi teori tentang pelatihan pembuatan ecobrick dan ecoprint diberikan melalui ceramah dan diskusi bagi anak-anak Panti Asuhan Berkat Tangan Kasih, (2) praktik pembuatan ecobrick dan ecoprint diberikan melalui latihan, dan pembelajaran berbasis proyek bagi anak-anak Panti Asuhan Berkat Tangan Kasih. Hasil yang diperoleh dari penelitian ini menunjukkan bahwa kreativitas anak-anak dapat meningkat melalui kegiatan pembuatan ecobrick dan ecoprint. Anak-anak Panti Asuhan Berkat Tangan Kasih telah berhasil membuat kursi dan meja setelah mengikuti pelatihan pembuatan ecobrick dan ecoprint tersebut. 
Systematic Literature Review: Developing Gamification to Enhance Elementary School Students' Learning Outcomes Panjaitan, Agnes Clarissa; Dewi, Panca; Subali, Bambang; Widiyatmoko, Arif
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.1211-1221

Abstract

The development of gamification as a learning media is essential to provide primary school students with a contextual, motivating learning experience that can enhance their learning outcomes. Despite its potential, research on the integration of gamification in improving learning outcomes at the primary education level remains limited. Therefore, a comprehensive literature review is necessary to identify current trends, challenges, and future opportunities for development in this area. This study aims to explore how gamification can improve critical thinking skills among primary school students from 2021 to 2025 by employing the Systematic Literature Review (SLR) method. The analysis of 18 research papers demonstrated that gamification strategies significantly improve students' learning outcomes. Furthermore, gamification not only enhances academic performance but also strengthens cognitive, affective, and social dimensions by boosting students’ motivation, creativity, and meaningful engagement in the learning process. These findings suggest that implementing gamified learning media can play a crucial role in fostering a more effective and holistic education for young learners.