Marpaung, Maria Magdalena
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“LIBASTIK” Free Plastic Environment with Creative Hands Arifin, Muhammad; Manurung, Lastiur; Muham, Novia Angelia Br; Pohan, Putri Amanda; Alya, Kharisma Rahmadhani; Marpaung, Maria Magdalena; Simatupang, Linda E M; Wandari, Kameilia; Tarigan, Jenni Parlopes Br; Aulia, Ismi; Utami, Mauliddina; Togatorop, Inneke MF
Jurnal TUNAS Vol 6, No 1 (2024): Edisi November
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jtunas.v6i1.118

Abstract

AbstractPlastic waste is a waste that is difficult to decompose by soil. Plastic cannot be recycled and will cause environmental pollution that is detrimental to humans. The plastic that we throw away carelessly can become handicrafts from used goods that make a lot of money. So that UMSU Pre-Service PPG students have an innovation to make collage paintings from this plastic waste which is named the leadership orojeck program entitled "LIBASTIK (Plastic Free Environment) with Creative Hands". This program was carried out at the Maju Bersama Indonesia Orphanage Foundation. The stages in the implementation of this activity include, 1) preparation stage; 2) implementation stage; and 3) evaluation..
Efektifitas Penggunaan Game Edukasi Wordwall Untuk Meningkatkan Hasil Belajar IPAS Kelas V SDN 060913 Medan Tembung Marpaung, Maria Magdalena; Darmawati, Darmawati
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 4.C (2025): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

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Abstract

The problem discussed in this study is how to improve the learning outcomes of class V students of SDN 060913 Medan Tembung through wordwall educational games. The purpose of this study is to improve the learning outcomes of class V students of SDN 060913 Medan Tembung through wordwall educational games. The subjects of the study were 24 class V students of SDN 060913 Medan Tembung. This type of research is classroom action research. The research procedure consists of 4 stages, namely planning, action, observation, and reflection. The data collection techniques used in this study are: observation and testing. The results of the study showed that in cycle I the classical completeness criteria were 58,3% with an average student learning outcome score of 58,3, increasing in cycle II the classical completeness criteria were 100% with an average student learning outcome score of 83.125. So there is an increase in student learning outcomes from cycle I to cycle II. In cycle II, student learning outcomes have reached the minimum completion criteria (KKM) set, which is 70. So it can be concluded that there is an increase in the average value from cycle I to cycle II by using the wordwall educational game which makes students more enthusiastic and interested in paying attention to learning so that cycle III is not necessary. Based on the results of the research that has been conducted, it can be concluded that the use of the wordwall educational game can increase the average value of the social science learning outcomes of class V students of SDN 060913 Medan Tembung from 72.5 to 83.125.
LKPD Inovatif Berbasis Anyflip Sebagai Stimulus Motivasi Belajar Siswa Sekolah Dasar Nurmayani, Nurmayani; Marpaung, Maria Magdalena
Paedagogi: Jurnal Kajian Ilmu Pendidikan (e-journal) Vol. 9 No. 1 (2023): JUNE 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/paedagogi.v9i1.45003

Abstract

Tujuan penelitian ini adalah untuk mengetahui kelayakan, kepraktisan dan efektifitas LKPD menggunakan anyflip. Jenis penelitian ini adalah penelitian pengembangan (Reseach and Development) yang menggunakan model pengembangan ADDIE dengan 5 langkah penelitian yaitu Analysis, Design, Development, Implementation, and Evaluation. Subjek penelitian ini adalah siswa kelas IV SDN 060836 Danau Singkarak. Instrumen yang digunakan dalam pengumpulan data yaitu wawancara guru, angket validasi materi dan media, angket praktisi pendidikan (guru), dan soal tes. Berdasarkan uji keefektifan LKPD menggunakan anyflip yang dikembangkan, nilai siswa meningkat dari awal sebelum menggunakan LKPD berbasis anyflip siswa mendapat nilai rata-rata 53,25 meningkat menjadi 81,81. Dari penelitian dan data yang ditemukan menunjukkan bahwa pengembangan elektronik lembar kerja peserta didik menggunakan anyflip ini sudah sangat layak digunakan dalam proses pembelajaran di sekolah.