Nor Nadia
Universitas Madura

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

EKSPLORASI ETNOMATEMATIKA PERMAINAN ULAR TANGGA PADA PEMBELAJARAN MATEMATIKA Nor Nadia; Hasan Basri; Wildona Zumam; Indah Rohmawati; Thariq Fajrih Rahman; Intan Dwi Noer Aini
ANARGYA: Jurnal Ilmiah Pendidikan Matematika Vol. 8 No. 2 (2025)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/anargya.v8i2.16722

Abstract

The specific objective of this study is to reveal and describe the ethnomathematical elements found in the traditional game of snakes and ladders. This study uses a qualitative approach that links mathematical concepts to the local cultural context. Data analysis in this study was carried out in three main stages, namely data reduction, data presentation, and conclusion drawing. Based on the results of the observation, it was found that the traditional game of snakes and ladders contains various ethnomathematical elements that can be utilized in mathematics learning. These elements arise naturally during the game according to the applicable rules. The traditional game of snakes and ladders contains various mathematical concepts, such as numbers, geometry, probability, and game rules that reflect mathematical activities.
PENGEMBANGAN MEDIA PEMBELAJARAN SCRATCH BERBASIS ETNOMATEMATIKA UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING SISWA Nor Nadia; Moh Zayyadi; Fetty Nurita Sari; Sri Indriati Hasanah
JES-MAT: Jurnal Edukasi dan Sains Matematika Vol. 11 No. 2 (2025): Jurnal Edukasi dan Sains Matematika (JES-MAT)
Publisher : Program Studi Pendidikan Matematika Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jes-mat.v11i2.54

Abstract

Computational thinking skills among junior high school students generally remain low, while teachers seldom combine digital learning media with local culture in mathematics lessons. An ethnomathematics-based Scratch medium offers one way to close this gap, since it makes mathematics learning more contextual, engaging, and meaningful. This study set out to build such a medium and examine whether it meets standards of validity, practicality, and effectiveness for strengthening students' computational thinking. A research and development (R&D) design was applied, following the five ADDIE stages analysis, design, development, implementation, and evaluation with eighth-grade students at SMP Negeri 1 Pragaan as participants. Data were gathered through a validation sheet, response questionnaires from teachers and students, and pretest-posttest scores, then examined descriptively alongside the N-Gain formula. The resulting media obtained a validity score of 80%-85.5% (valid), a practicality score of 75% (fairly practical), and an N-Gain of 69% in the experimental class versus 33% in the control class (fairly effective). Overall, these results suggest that ethnomathematics-based Scratch media can support junior high school students in building stronger computational thinking skills.