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Identifikasi Etnomatematika Jajanan Kue Apam Pinang Khas Pontianak Fauzani, Al; Sulisti, Hidayu
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4333

Abstract

The ethnomathematics approach views mathematics as an integral part of a community's cultural practices. This study highlights the traditional cuisine of Apam Pinang, a specialty of Pontianak, as the object of study to identify the mathematical elements contained therein. The purpose of this study is to explore the mathematical concepts that arise in the process of making and serving Apam Pinang through qualitative methods with an ethnographic approach. Data collection was conducted through direct observation, interviews with Apam Pinang sellers, and documentation in the form of photographs. Data analysis was carried out following the stages proposed by Miles and Huberman, namely data reduction, data presentation, and conclusion drawing. The results of the study show that the process of making and serving traditional Apam Pinang cakes involves various mathematical concepts that are important and applicable in everyday life. Some of these include the cylindrical shape of the dough container, the circular and semicircular shapes of the molds, and the use of ratios and time measurements during the cooking process. This study contributes to the documentation of local culture while expanding the study of ethnomathematics based on traditional cuisine.
INOVASI MEDIA GAME BASED LEARNING DENGAN PENDEKATAN ETNOMATEMATIKA BERBANTUAN WORDWALL Sundawa, Miftahul Jannah Salsabila; Nurkadarsih; Sulisti, Hidayu
Al-'Adad: Jurnal Tadris Matematika Vol. 4 No. 2 (2025)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v4i2.5461

Abstract

Rendahnya minat dan motivasi belajar peserta didik terhadap matematika, khususnya materi bangun ruang menjadi satu diantara beberapa faktor dilakukannya penelitian ini. Salah satu penyebab utamanya adalah penggunaan media pembelajaran yang kurang menarik dan kurangnya integrasi budaya lokal dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika berbasis game based learning dengan pendekatan etnomatematika berbantuan wordwall pada materi bangun ruang kelas IX. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Data yang diperoleh dalam penelitian ini berdasarkan hasil wawancara, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan dinyatakan layak digunakan dan mendapat tanggapan positif dari guru dan peserta didik. Hal ini ditunjukkan dari hasil angket validasi yang memperoleh skor CVI dengan kategori validitas sangat tinggi, dan persentase angket kepraktisan sebesar 97,31% dengan kategori sangat praktis. Rekomendasi penelitian ini adalah agar pendidik memanfaatkan media berbasis teknologi yang relevan dengan karakteristik peserta didik masa kini, serta melakukan relevansi pembelajaran dengan konteks budaya guna mewujudkan implementasi kurikulum merdeka.
Potret Minat Menulis Artikel Ilmiah Mahasiswa Tadris Matematika: Analisis Pengaruh Penggunaan Artificial Intelligence Sarassanti, Yumi; Sulisti, Hidayu; Wahidah, Andina Nurul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 2 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i2.5306

Abstract

This study aims to analyze the effect of Artificial Intelligence (AI) use on the interest in writing scientific articles among mathematics education students. The research method used was a quantitative approach with an ex post facto design. The sample consisted of 29 students from the Mathematics Education Study Program, selected using purposive sampling. The research instruments consisted of a questionnaire on AI usage and a questionnaire on interest in writing scientific articles, both of which had been tested for validity and reliability. Data analysis was performed using simple linear regression. The results indicate that the use of AI significantly influences the interest in writing scientific articles among mathematics education students, with a significance level of 0.000 < 0.05 and a coefficient of determination of 62%. This suggests that the use of AI makes a significant contribution to enhancing the writing interest of mathematics education students. Consequently, the use of AI can serve as an alternative strategy for fostering a culture of scientific writing among students.
Integrasi Augmented Reality dan Etnomatematika: Inovasi Media Pembelajaran Interaktif Materi Bangun Ruang Sulisti, Hidayu; Zulkarnain, Zulkarnain; Septianawati, Desty; Suprianto, Agus; Setyaningrum, Vidya; Aditya, Farninda
PIONIR: JURNAL PENDIDIKAN Vol. 15 No. 1 (2026): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/pjp.v15i1.33881

Abstract

The purpose of this study is to develop an interactive learning medium based on Augmented Reality (AR) and ethnomathematics for fifth-grade solid geometry at MIN 2 Pontianak, as well as to determine the validity and practicality of the developed medium. This study falls under the category of Research and Development (R&D), utilizing the 4D development model. The data sources for this study were fifth-grade teachers and students at MIN 2 Pontianak. Data collection techniques included interviews using a structured interview instrument as well as questionnaires consisting of a validity questionnaire and a practicality questionnaire. Data analysis techniques included validity analysis and practicality analysis. Based on the research results, during the definition phase, it was found that students require interactive visual media connected to the local cultural context. The design phase resulted in an AR-based media design that integrates traditional buildings such as the Pontianak Grand Mosque and the Radangk House to visualize the structures of cubes and blocks. The development phase demonstrated that this media is highly valid and practical, with a practicality score of 82.2%. During the dissemination phase, the media was distributed in the form of digital links via WhatsApp. Overall, this media is considered suitable for use because it effectively combines technology, culture, and students’ learning needs. Keywords: Media Development, Augmented Reality, Ethnomathematics, Spatial Construction
Kahoot Ethnomatematics: Innovative Interactive Quiz Media in Spatial Geometry Learning for Ninth Grade Students Agus Suprianto; Hidayu Sulisti
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5313

Abstract

This study aims to develop an interactive Kahoot-based quiz tool that integrates ethnomathematics into the teaching of three-dimensional shapes. The background of this study is students’ difficulty in understanding concepts and formulas, as well as the limited use of technology-based learning tools that highlight local wisdom. The method used is Research and Development (R&D) with a 4-D development model modified into a 3-D model (Define, Design, Develop). The study subjects included 4 mathematics lecturers and 3 junior high school teachers at the Assalam Islamic Boarding School in Pontianak. Data collection techniques used interviews and questionnaires, while validation analysis was conducted using Gregory’s theory. Results from the define stage indicated a high need for innovative and enjoyable learning. In the design phase, the media was organized through a storyboard and then validated in the development phase. The analysis results showed a Content Validity Index (CVI) of 0.93 for the media aspect and 1.00 for the language and content aspects, which fall into the very high validity category. Thus, this interactive quiz media is deemed suitable for use in supporting competitive, meaningful, and contextual learning through the integration of culture and technology. However, this study is limited to the development phase and does not include a large-scale pilot test; furthermore, it has not measured the impact on student learning outcomes. Therefore, it is recommended that future research conduct a more extensive field trial and assess the effectiveness of the media on student learning outcomes, motivation, and engagement
Implementasi Fun Math Berbasis Etnomatematika Melalui Permainan Lompat Tali Matematika untuk Meningkatkan Minat Belajar Siswa SMP: The Implementation of Ethnomathematics-Based Fun Math Through a Mathematical Jump Rope Game to Enhance Junior High School Students’ Learning Interest Yumi Sarassanti; Zulkarnain; Desty Septianawati; Hidayu Sulisti; Viranikita; Robiyati
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2026): Januari 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v6i1.4772

Abstract

Abstrak Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan minat belajar matematika siswa Sekolah Menengah Pertama (SMP) melalui penerapan fun math berbasis etnomatematika dengan menggunakan permainan tradisional lompat tali. Selama ini, pembelajaran matematika sering dianggap sulit dan membosankan oleh sebagian siswa. Oleh karena itu, diperlukan inovasi pembelajaran yang kontekstual, menyenangkan, serta dekat dengan budaya lokal. Kegiatan dilaksanakan melalui beberapa tahap, yaitu (1) observasi dan identifikasi kebutuhan sekolah mitra, (2) implementasi permainan lompat tali matematika dalam kegiatan pembelajaran, serta (3) evaluasi hasil kegiatan melalui angket minat belajar dan wawancara. Hasil kegiatan menunjukkan adanya peningkatan antusiasme dan partisipasi aktif siswa selama proses pembelajaran. Siswa merasa matematika lebih mudah dipahami karena dikaitkan dengan aktivitas permainan yang familiar dalam kehidupan sehari-hari. Selain itu, guru memperoleh pengalaman baru dalam mengintegrasikan unsur budaya ke dalam pembelajaran. Dengan demikian, implementasi fun math berbasis etnomatematika melalui permainan lompat tali terbukti efektif dalam menciptakan suasana belajar yang menyenangkan dan meningkatkan minat belajar matematika siswa SMP. Kata Kunci: fun math, etnomatematika, lompat tali, minat belajar, siswa SMP Abstract This community service activity aims to increase junior high school (SMP) students' interest in learning mathematics through the implementation of ethnomathematics-based fun math using the traditional jump rope game. Mathematics learning is often considered difficult and boring by some students. Therefore, learning innovations are needed that are contextual, enjoyable, and closely aligned with local culture. The activity was carried out in several stages: (1) observation and identification of the needs of partner schools, (2) implementation of the math jump rope game in learning activities, and (3) evaluation of the activity results through learning interest questionnaires and interviews. The results of the activity showed increased student enthusiasm and active participation during the learning process. Students found mathematics easier to understand because it was linked to familiar game activities in everyday life. Furthermore, teachers gained new experience in integrating cultural elements into learning. Thus, the implementation of ethnomathematics-based fun math through the jump rope game proved effective in creating a fun learning atmosphere and increasing junior high school students' interest in learning mathematics. Keywords: fun math, ethnomathematics, jump rope, learning interest, junior high school students
DIGITALISASI PEMBELAJARAN MATEMATIKA KONTEKSTUAL: PENGEMBANGAN FLIPBOOK ETNOMATEMATIKA BANGUN DATAR DENGAN KEARIFAN LOKAL PONTIANAK Hidayu Sulisti; Tri Ratna Sari; Desty Septianawati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Potensi etnomatematika di Kota Pontianak belum banyak dimanfaatkan dalam proses pembelajaran. Padahal, Kota Pontianak memiliki potensi besar dalam mengembangkan pembelajaran matematika inovatif yang menggabungkan budaya lokal dan teknologi guna meningkatkan kemampuan serta apresiasi budaya peserta didik di era industri 4.0. Penelitian ini berfokus pada pengembangan media flipbook berbasis etnomatematika budaya lokal Kota Pontianak untuk pembelajaran materi bangun datar di kelas V SDSP Assalam Pontianak. Melalui tahapan model 4D, diperoleh media yang layak dan praktis digunakan. Rancangan media memadukan elemen budaya seperti Istana Kadriah, Rumah Adat Melayu, Kain Corak Insang, dan Tugu Khatulistiwa. Berdasarkan penilaian para ahli, tingkat validasi yang diperoleh termasuk dalam kategori sangat tinggi, sedangkan uji coba terbatas memperlihatkan peningkatan hasil belajar signifikan dengan rata-rata pretest 4,17 dan posttest 60. Nilai uji Wilcoxon 0,000 (<0,05) menegaskan perbedaan signifikan. Selain itu, kegiatan pembelajaran menggunakan media flipbook materi bangun datar kelas V berbasis etnomatematika budaya lokal kota pontianak memiliki dampak yang baik terhadap hasil belajar peserta didik, dilihat dari nilai effect size sebesar 0,7 yang masuk pada kategori sedang. Angket kepraktisan peserta didik (82,8%) dan guru (93,3%) menunjukkan kategori sangat praktis. Terakhir, media dikemas dalam bentuk aplikasi dan HTML. Dengan demikian, flipbook berbasis etnomatematika ini layak, efektif, dan praktis digunakan sebagai media pembelajaran yang mengintegrasikan teknologi, budaya lokal, dan memberi dampak terhadap peningkatan hasil belajar matematika peserta didik.