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PENGEMBANGAN MEDIA INTERAKTIF WIZER.ME BERBASIS ETNOMATEMATIKA RUMAH PANGGUNG KAJANG LAKO PADA MATERI BANGUN DATAR UNTUK PESERTA DIDIK KELAS III SEKOLAH DASAR Desita Novi; Eka Sastrawati; Hendra Budiono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37129

Abstract

This study aims to develop interactive learning media using Wizer.me based on the ethnomathematics of the Kajang Lako traditional stilt house for teaching plane shapes to third-grade elementary school students, determine the validity level of the developed media, and assess its practicality in classroom use. The research employed the Research and Development (R&D) method with the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The data collected included qualitative data from comments and suggestions provided by experts, teachers, and students, as well as quantitative data obtained through validation questionnaires completed by material experts, media experts, language experts, and practicality questionnaires from teachers and students. The study was conducted at SDN 3/IV Kota Jambi. The resulting product is an interactive digital learning media created with Wizer.me and integrated with cultural elements of the Kajang Lako traditional house as contextual visual representations of plane shapes. The validation results show that the media achieved scores categorized as valid and highly valid, with average scores of 4.20 from the material expert, 5.00 from the media expert, and 4.80 from the language expert. The practicality assessment obtained a score of 4.90 from teachers, 4.90 from the small-group trial, and 4.81 from the large-group trial, all classified as very practical. Based on these findings, the interactive Wizer.me learning media based on the ethnomathematics of the Kajang Lako traditional house is considered highly valid, highly practical, and suitable for use as a learning media for plane shapes in third-grade elementary school.
MENINGKATKAN KETERAMPILAN PROSES SISWA MENGGUNAKAN MEDIA POP UP BOOK PADA MATA PELAJARAN IPAS KELAS IV SDN 198/I PASAR BARU Raihan Noer Silmi; Eka Sastrawati; Risdalina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37241

Abstract

This study aims to provide solutions through the use of interesting and interactive learning media, namely pop up books so that fourth-grade students of SDN 198/I Pasar Baru in the 2025/2026 Academic Year who have difficulty in understanding climate concepts in a more concrete way through vivid visualization. Pop up books as three-dimensional learning media are specifically designed to improve students' process skills. The research method used is Classroom Action Research (CAR) with two observation cycles including planning, implementation, observation, and reflection. The research subjects were 17 fourth-grade students. Data were collected through observation, interviews, and documentation of learning activities to assess the improvement of students' process skills during the use of pop up book media. The results of the study showed an increase in students' process skills between before and after the use of pop up book media. Process skills that were initially low in the pre-action stage then increased gradually until the second meeting of cycle two. This means that the use of pop up book media is very effective in improving students' process skills in observing, asking questions, designing experiments, and communicating scientifically in science learning. The results of this study concluded that pop-up books can be an effective and innovative learning tool for improving the process skills of fourth-grade students at SDN 198/I Pasar Baru. Utilizing this media can also encourage teachers to be more creative in designing learning methods that meet students' developmental needs.
Analisis Kritis Implementasi Kurikulum Merdeka dalam Pengembangan Kompetensi Berpikir Kritis Siswa Sekolah Dasar Muzdalifah Muzdalifah; Yantoro Yantoro; Eka Sastrawati
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 1 (2026): Januari: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i1.2703

Abstract

The Merdeka Curriculum represents Indonesia’s national education reform aimed at transforming learning paradigms toward a more contextual, flexible, and student-centered approach aligned with the Pancasila Student Profile. One of its key priorities is fostering critical thinking competence from the elementary level. This article aims to critically analyze the implementation of the Merdeka Curriculum in developing students’ critical thinking skills in Indonesian elementary schools. Employing a conceptual and literature-based approach, this study examines educational policies, theories of critical thinking, and recent research findings (2020–2025). The analysis reveals that the Merdeka Curriculum holds strong potential to enhance critical thinking through differentiated learning, project-based learning, authentic assessment, and the Pancasila Student Profile projects. Nevertheless, its implementation still encounters challenges, particularly regarding teacher competence, infrastructure readiness, and non-reflective learning culture. Therefore, strengthening teacher capacity, reforming assessment systems, and cultivating critical thinking as a school-wide culture are essential to realizing the goals of the Merdeka Curriculum effectively at the elementary education level.
VALIDITAS MEDIA DIORAMA BERBASIS AUGMENTED REALITY MATERI PERUBAHAN WUJUD BENDA KELAS IV SD Damanik, Bella Silvesteria; Sastrawati, Eka; Risdalina, Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8763

Abstract

This study aims to describe the validity level of Augmented Reality (AR)-based diorama media in teaching and learning Science and Mathematics subject on the material of Changes in the Form of Objects for fourth-grade elementary school students. The study used a Research and Development (R&D) approach with the ADDIE development model, which was limited to the development stage because the focus of the study was on assessing product feasibility through expert validation, without continuing to small or large group trials. The analysis stage was conducted to identify learning needs, which showed that students needed concrete and interactive media to better understand the process of changes in form. The design stage produced an A4-sized diorama design divided into four concept spaces (condensation, evaporation, freezing, and melting), complete with material layout, usage instructions, and scanning markers. The visual design of the diorama was created using Canva, while the AR content was developed through Assemblr Edu to display interactive objects/animations when scanned using a device. The development stage realized the design into a complete product, accompanied by functional testing to ensure that the markers and AR visuals appeared stably before validation. Validation results showed a 93.33% success rate for content, 100% for language, and 92% for media. Based on these results, AR-based diorama media is considered highly suitable for use as an alternative learning medium for IPAS material on changes in the form of objects in elementary schools, and has the potential to increase interest in learning and strengthen conceptual understanding through concrete and interactive visualization. ABSTRAKPenelitian ini bertujuan mendeskripsikan tingkat validitas media diorama berbasis Augmented Reality (AR) pada pembelajaran IPAS materi Perubahan Wujud Benda untuk siswa kelas IV Sekolah Dasar. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE, yang dibatasi sampai tahap development karena fokus penelitian berada pada penilaian kelayakan produk melalui validasi ahli, tanpa dilanjutkan pada uji coba kelompok kecil maupun kelompok besar. Tahap analysis dilakukan untuk mengidentifikasi kebutuhan pembelajaran, yang menunjukkan bahwa siswa memerlukan media konkret dan interaktif agar lebih mudah memahami proses perubahan wujud. Tahap design menghasilkan rancangan diorama ukuran A4 yang dibagi menjadi empat ruang konsep (mengembun, menguap, membeku, dan mencair), lengkap dengan tata letak materi, petunjuk penggunaan, serta penanda pemindaian. Desain visual diorama disusun menggunakan Canva, sedangkan konten AR dikembangkan melalui Assemblr Edu untuk menampilkan objek interaktif saat dipindai menggunakan gawai. Tahap development merealisasikan rancangan menjadi produk utuh, disertai uji fungsional untuk memastikan keterhubungan penanda dan kemunculan visual AR berjalan stabil sebelum dilakukan validasi. Hasil validasi menunjukkan persentase 93,33% pada aspek materi, 100% pada aspek bahasa, dan 92% pada aspek media. Berdasarkan hasil tersebut, media diorama berbasis AR dinyatakan sangat layak digunakan sebagai alternatif media pembelajaran IPAS materi perubahan wujud benda di sekolah dasar, serta berpotensi meningkatkan ketertarikan belajar dan memperkuat pemahaman konsep melalui visualisasi yang konkret dan interaktif.
FLIPBOOK INTERAKTIF BERBASIS CERITA PADA PERKALIAN BILANGAN CACAH: STUDI VALIDITAS Thahira, Adelia Nur; Sastrawati, Eka; Hidayat, Akhmad Faisal
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8765

Abstract

This development research was motivated by observations at SD Negeri 74/III Dusun Baru, which showed that mathematics instruction on whole-number multiplication had not yet made optimal use of technology-based media. As a result, students were less enthusiastic, less active, and experienced difficulties in understanding the concepts because learning was still dominated by teacher explanations without interactive media support to help visualize the concepts. The focus of the study was to develop a story-based interactive digital flipbook for fourth-grade whole-number multiplication material and to assess its feasibility limited to the aspect of validity. The development employed a Research and Development (R&D) approach using the systematic ADDIE model. During the design and development stages, the author created a storyboard and a flipbook prototype using Canva, which included sections such as a cover, basic material, story-based material, exercises, and explanations. The validity test was conducted through expert validation by lecturers from Universitas Jambi to evaluate the appropriateness of the content, the appearance/design and interactivity, and the language use, which then served as the basis for product revision. Validity data were collected using a 1–5 Likert-scale questionnaire and analyzed by calculating mean scores to determine the validity category; validity was assessed by a subject-matter expert, a media expert, and a language expert. The main result of the study was a story-based interactive digital flipbook product that had undergone expert review and was concluded to be valid as a learning medium for whole-number multiplication material. ABSTRAKPenelitian pengembangan ini dilatarbelakangi oleh hasil observasi di SD Negeri 74/III Dusun Baru yang menunjukkan pembelajaran matematika pada materi perkalian bilangan cacah belum memanfaatkan media berbasis teknologi secara optimal, sehingga siswa kurang antusias, kurang aktif, dan mengalami kesulitan memahami konsep karena pembelajaran masih didominasi penjelasan guru tanpa dukungan media interaktif yang membantu visualisasi konsep. Fokus penelitian adalah menghasilkan media flipbook digital interaktif berbasis cerita untuk materi perkalian bilangan cacah kelas IV serta menilai kelayakannya terbatas pada aspek validitas. Pengembangan dilakukan dengan pendekatan Research and Development (R&D) menggunakan model ADDIE yang sistematis. Pada tahap desain dan pengembangan, penulis menyusun storyboard dan prototype flipbook menggunakan Canva yang memuat bagian-bagian seperti cover, materi dasar, materi berbasis cerita, latihan, dan pembahasan. Uji validitas dilakukan melalui validasi ahli oleh dosen Universitas Jambi untuk menilai ketepatan isi materi, tampilan/desain serta interaktivitas, dan penggunaan bahasa, kemudian dijadikan dasar revisi produk. Data validasi dikumpulkan menggunakan angket skala Likert 1–5 dan dianalisis dengan menghitung rata-rata skor untuk menentukan kategori validitas; validitas dinilai oleh ahli materi, ahli media, dan ahli bahasa. Hasil utama penelitian berupa produk flipbook digital interaktif berbasis cerita yang telah melalui penilaian para ahli dan disimpulkan valid sebagai media pembelajaran pada materi perkalian bilangan cacah.
UJI VALIDITAS MEDIA POCKET BOOK PINLIMI AUGMENTED REALITY PADA MATERI RANTAI MAKANAN UNTUK KELAS V SD Saputri, Anggraini; Sastrawati, Eka; Risdalina, Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8767

Abstract

This study aims to develop an augmented reality (AR)-based Pocket Book learning media on the subject of Food Chains for fifth-grade elementary school students. This type of research is Research and Development (R&D) using the ADDIE model, but its implementation is limited to the product development and validity testing stages. During the analysis stage, it was found that fifth-grade students at SDN 126/I Penerokan elementary school needed learning media that could present material through attractive and interactive visualizations. The media design stage resulted in a Pocket Book measuring A6 (10.5 cm x 14.8 cm) equipped with a QR marker to display 3D objects, thereby helping students understand the concept of the food chain more concretely. The product was developed using Canva and Assemblr Edu. This media was designed to be practical and easy to use for both students and teachers. The validity test results by subject matter experts, media experts, and language experts showed that the developed media was in the highly valid category, with percentages of 96%, 84%, and 96%, respectively. The final results of this study indicate that the augmented reality-based Pocket Book PinLiMi media is highly valid and suitable for use as science learning media. Further research is recommended to proceed to the pilot testing stage with a small group and the implementation stage to assess the practicality of using the media and its impact on student learning outcomes. ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran Pocket Book PinLiMi berbasis augmented reality (AR) pada materi Rantai Makanan untuk peserta didik kelas V sekolah dasar. Jenis penelitian ini merupakan Research and Development (R&D) yang menggunakan model ADDIE, namun pelaksanaannya dibatasi hingga tahap pengembangan dan uji validitas produk. Pada tahap analisis diketahui bahwa peserta didik kelas V SDN 126/I Penerokan membutuhkan media pembelajaran yang mampu menyajikan materi melalui visualisasi yang menarik dan bersifat interaktif. Tahap desain media yang dikembangkan berupa buku saku dengan ukuran A6 (10,5 cm x 14,8 cm) yang dilengkapi QR marker untuk menampilkan objek 3D, sehingga membantu peserta didik memahami konsep rantai makanan secara lebih konkret. Produk dikembangkan menggunakan Canva dan Assemblr Edu. Media ini dirancang praktis dan mudah digunakan baik peserta didik maupun guru. Hasil uji validitas oleh ahli materi, ahli media, dan ahli bahasa menunjukkan bahwa media yang dikembangkan berada pada kategori sangat valid, dengan persentase masing-masing sebesar 96%, 84%, dan 96%. Hasil akhir penelitian ini menunjukkan media Pocket Book PinLiMi berbasis augmented reality dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran IPA dan penelitian selanjutnya disarankan untuk melanjutkan ke tahap uji coba pada kelompok kecil dan tahap implementasi guna mengkaji kepraktisan penggunaan media serta dampaknya terhadap hasil belajar peserta didik.
UJI VALIDITAS MULTIMEDIA INTERAKTIF ETNOMATEMATIKA BANGUN RUANG BERBASIS CANVA TERINTEGRASI 3D PADA KELAS VI SD L, Assalwa Tazkiya; Sastrawati , Eka; Putri, Andi Gusmaulia Eka
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8768

Abstract

Technology development has shaped students’ learning habits that are increasingly aligned with digital devices; however, geometry instruction in Grade VI at SDN 220/III Pugu still relies heavily on two-dimensional resources and limited solid-geometry manipulatives. This condition may hinder the achievement of the Phase C geometry learning outcomes in the Merdeka Curriculum, particularly the ability to construct and decompose cubes and rectangular prisms (including composite solids) and to determine front, top, and side views. This study aimed to develop and validate a three-dimensional integrated interactive learning multimedia product grounded in the ethnomathematics context of the Masjid Agung Kerinci for Grade VI solid geometry. A research and development approach was employed using the ADDIE model, limited to the development stage, comprising curriculum and needs analysis, analysis of student characteristics and facilities, design using storyboards and flowcharts, functional testing, and expert validation. The product was developed in Canva and utilized the Canva AI-Code feature to embed interactive elements and three-dimensional visualizations in a 1920 × 1080 link-based presentation containing information menus, user guidelines, learning materials, exercises, reflection activities, and inter-slide navigation. Validation involved three experts in content, language, and media using a 1–5 Likert scale, with qualitative feedback and quantitative analysis through validity percentages. The results indicated very high validity across all aspects: content validity 94%, language validity 96%, and media validity 93.33%, followed by revisions focusing on strengthening introductory content, refining language accuracy, and clarifying device recommendations. In conclusion, the developed three-dimensional interactive multimedia is feasible as a supporting medium for Grade VI solid-geometry learning and can be advanced to the implementation stage to examine practicality and its impact on learning outcomes. ABSTRAKPerkembangan teknologi membentuk pola belajar peserta didik yang semakin dekat dengan perangkat digital, tetapi pembelajaran geometri di kelas VI SDN 220/III Pugu masih dominan mengandalkan sumber dua dimensi dan alat peraga bangun ruang yang terbatas. Kondisi tersebut berpotensi menghambat pencapaian elemen geometri Fase C Kurikulum Merdeka, terutama pada kompetensi mengonstruksi dan mengurai kubus serta balok beserta gabungannya dan menentukan tampak depan, atas, dan samping. Penelitian ini berfokus pada pengembangan serta uji validitas multimedia pembelajaran interaktif terintegrasi tiga dimensi berbasis etnomatematika Masjid Agung Kerinci pada materi bangun ruang kelas VI. Metode yang digunakan adalah penelitian dan pengembangan dengan model ADDIE yang dibatasi sampai tahap pengembangan, meliputi análisis kurikulum, kebutuhan, karakteristik peserta didik, dan sarana prasarana; perancangan melalui storyboard dan flowchart; pengembangan produk disertai uji fungsional; serta validasi ahli. Produk dikembangkan menggunakan Canva dan memanfaatkan fitur Canva AI-Code untuk menyematkan elemen interaktif dan visualisasi tiga dimensi dalam format presentasi 1920 × 1080 berbasis tautan, yang memuat menu informasi, petunjuk penggunaan, materi, latihan, refleksi, dan navigasi antarslide. Validasi melibatkan ahli materi, bahasa, dan media menggunakan skala Likert 1–5 serta dianalisis secara kualitatif dan kuantitatif melalui persentase. Hasil menunjukkan tingkat validitas sangat tinggi pada aspek materi sebesar 94%, bahasa 96%, dan media 93,33%, dengan perbaikan pada penguatan pengantar materi, penyuntingan kebahasaan, dan penegasan rekomendasi perangkat. Dengan demikian, multimedia yang dikembangkan dinyatakan layak sebagai media pendukung pembelajaran bangun ruang kelas VI dan dapat dilanjutkan pada tahap implementasi untuk menguji kepraktisan serta dampaknya terhadap capaian belajar.
UPAYA MENINGKATKAN KEAKTIFAN BELAJAR PESERTA DIDIK MELALUI METODE PEMBELAJARAN ACTIVE LEARNING TIPE CARD SORT PADA MUATAN IPAS DI KELAS IV SEKOLAH DASAR Cici Adila Fiaski; Eka Sastrawati; Andi Gusmaulia Eka Putri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.34525

Abstract

This study aims to determine how the use of the card sort type of active learning method can increase student learning activity in grade IV at SDN 182/I Hutan Lindung. This study was conducted at SDN 182/I Hutan Lindung during the 2024/2025 academic year. This research used Classroom Action Research (CAR) consisting of two cycles, where the data collected were in the form of observational data through observation sheets of students' social skills and also observations of teachers using the card sort learning model. This research was conducted in 4 stages, namely planning, implementation, observation, and reflection. The results of this study show an increase in student learning activity in the IPAS subject using the Active Learning model of the Card Sort type, as seen in the table of increased. learning activity among fourth-grade students at SDN 182/1 Hutan Lindung. at SDN 182/1 Hutan Lindung. In the pre-intervention phase, the percentage was 44.41% with a D rating (Poor), increasing in cycle I by 19.24% or obtaining a percentage of 63.65% with a C rating (Fair), and increasing again in cycle II by 21.38% or obtained a percentage of 85.03% with a grade of A (Very Good) and has met the predetermined success criteria of 70%. Therefore, it can be concluded that the application of the Active Learning method of the Card Sort type in IPAS learning in fourth grade elementary school can increase student learning activity. From the results of this study, it is recommended that teachers continue to improve their competence and knowledge regarding various ways to increase learning activity, one of which is the application of the Card Sort type of Active Learning method in IPAS learning to increase student learning activity in elementary schools.
PENGEMBANGAN BAHAN AJAR DIGITAL DALAM BENTUK FLIPBOOK BERBANTUAN APLIKASI CANVA PADA MATERI HARMONI DALAM EKOSISTEM KELAS V SEKOLAH DASAR Dinda Sartika Putri; Eka Sastrawati; Risdalina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.39693

Abstract

This study aims to produce digital flipbook teaching materials using Canva on the Harmony in Ecosystems topic for fifth-grade elementary school students that are valid and practical to use in science and science learning. The type of research used is research and development (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of validators, material experts, language experts, and media experts, as well as fifth-grade students in small group trials. Data collection techniques used validation sheets and student response questionnaires. The results of the study showed that the developed digital flipbook teaching materials obtained a very valid category based on expert assessments and were in the very practical category based on student responses. Thus, digital flipbook teaching materials using Canva are suitable for use as an alternative science and science learning media on the Harmony in Ecosystems topic for fifth-grade elementary school students.
PENGEMBANGAN MEDIA AUGMENTED REALITY BERBASIS ETNOMATEMATIKA UNTUK PEMBELAJARAN KUBUS DAN BALOK DI SEKOLAH DASAR Al Adawiyah, Wiya; Eka Sastrawati; Violita Zahyuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41222

Abstract

Mathematics learning in elementary schools still faces challenges due to the abstract nature of the material and students’ low level of engagement. This study aimed to develop an ethnomathematics-based Augmented Reality (AR) learning medium centered on Muaro Jambi Temple for teaching cubes and rectangular prisms to sixth-grade elementary students, as well as to describe its levels of validity and practicality. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The product was developed using the Assemblr Edu platform by integrating 3D visualizations of three-dimensional geometric objects with the cultural context of Muaro Jambi Temple. The research subjects included content experts, media experts, language experts, teachers, and students. Data were collected through interviews and questionnaires. The results indicated that the ethnomathematics-based AR learning media were categorized as valid and practical for use in sixth-grade mathematics instruction. Therefore, this media is feasible to be used as an alternative contextual learning resource that supports the Merdeka Curriculum.
Co-Authors Adelia Nur Thahira Aditya Yoga Pratama Agustian, Linda Agustin Maria Ningsih Ahmad Faisal Hidayat Ahmad Hariandi Ahmad Hariandi Ahmad Syarif Ahmad Syarif Aini, Nur Akhmad Faisal Hidayat Al Adawiyah, Wiya Ali, Raden Alirmansyah Alta Damayanti Andary, Lisa Andayani, Nurlita Andi Gusmaulia Eka Putri Andi Gusmaulia Eka Putri Anggelina, Selin Edri Anggreyani, Risma Annisa Amalia Aprilia Sari , Putri Atri Widowati Atri Widowati Aulia Yunita Rosanti Chan, Faizal Cici Adila Fiaski Damanik, Bella Silvesteria Darwin, Carles Debi, Yolanda Putri Deni Saputra, Muhammad Desita Nova Desita Novi Desita Novi Desri Guspita Destrinelli Destrinelli Destrinelli Desy Rosmalinda Dewi Kurnia Dhiyan Syahirah Dinata, Serica Aulia Dinda Sartika Putri Diska Ayu Saputri Dongoran, Anita Dwita, Jeliya Edy Haryanto Eka Putri, Andi Gusmaulia Eki Elviawati Eko Kuntarto Ela Yulastini Endah Yunita Endah Yunita Evidawati Evidawati Evidawati, Evidawati Fadhilla Rahman Fajar, Fajar Prasetiawan Fajarli Fajarli Faridatul Ulya Febrianti, Yunita Gessy Frischa Oktavia Gusmaulia Eka Putri, Andi Hadiyanto Hadiyanto Hadiyanto Hadiyanto Hadiyanto Hamidah Rosifa Sikumbang Handoko, Yudo Hanifah Rozalia Hawani Haryanti, Meli Hawani, Hanifah Rozalia Helena Helty, Helty Hendra Budiono Hendriani, Hendriani Hidayati, Astuti Hindicha, Yuliana Indriani Indryani Indryani Indryani Indryani Indryani, Indryani Intan Nurhalisa Ismawanti, Afifah Issaura Sherly Pamela Karina Theressa Simbolon Khoironi, Dwi Rahmat KHOIRUNNISA Kurnia , Dewi L, Assalwa Tazkiya Laura Mustika Lestari, Indah Bunga Lestari M. Asyraf Maharani, Annisa Maria Qibtiah Maryono Maryono . Maryono . Maryono Maryono Maryono Maryono Maryono Maryono Maryono Maryono Masykur , Muhammad Maulana, Irsyad Mawaddah, Faizah Mayang Ismaya Mayang Ismaya Meri Rasti Mohamad Muspawi Muhammad - Rusdi Muhammad Deni Saputra Muhammad Sholeh Muhammad Sholeh Muhammad Sholeh Muhammad Sofwan Muhammad Sofwan Mulyadi Mulyadi Muspawi, Mohamhamad Mustika, Laura Muzdalifah Muzdalifah N. Nurjanah Nabila, Nabila Nadila Hardiyanti Natasya Agustin Nazurti NAZURTI, NAZURTI Nazurty Nazurty Neca Naula Niken ananda Novia Mahera Shafitri Novit Aprillia Noviyanti, Silvina Nur Afiqoh Aprilia Nuraisah Jan Sabela Nuramna Fitriyani Nurjanah Nurjanah Nurmadani, Kurnia Oktavia Andriani Oktavia, Gessy Frischa Ouralita, Silvi Pakpahan, Gritia Putri Pamela, Issaura Sherly Patmawati Paturrahman, Aprian Pebrianti, Annisa Pratiwi, Meliya Nur Putri Aprilia Sari Putri Wulandari Putri, Andi Gusmaulia Eka Rahma Sabrina Wiyanpuri Rahmani, Resya Raihan Noer Silmi Ranti Julia Rd. Muhammad Deza Pratama Rifda Afifah Risdalina Rizki Amelia Rosmawati, Eka Sabrina Wiyanpuri , Rahma Sahrizal Vahlepi Saputri, Anggraini Saputri, Pratiwi Sartika, Hana Yuli Sasabillah Sasabillah Septa Sabbihisma Silvia Dian Suari Soleh, Warissuddin Sri Marmoah Sulistia Ningsih Sulistyo, Urip Syamsurizal - - Syifa, Putri Tasya, Kesintia Dwinda Thahira, Adelia Nur Trisna Trisna, Trisna Viqri, Denada Widya Rista cahyani Wiga Rahmayanti Yantoro Yantoro Yantoro Yantoro Yantoro Yantoro Yantoro, Y Yantoro, Yantoro Yuliana Hindicha Zahyuni, Violita Zuhdi, Sayfudin