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Pemberdayaan Guru 3T Melalui Modul Ajar Etnosains Berbasis Media Digital John Nandito Lekitoo; Andy S. K. Dahoklory; Ratnah Kurniati MA; Sisilia Marcelina Taihuttu; Michael Inuhan; Fenty M. Madubun; Arche F. Bonara; Yuliyanti Dadiara; Margarita Malwewan
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): Januari 2026 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v6i1.951

Abstract

Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan kompetensi guru SMP Negeri Tiakur, Kabupaten Maluku Barat Daya, dalam mengembangkan modul ajar berbasis etnosains dengan media digital interaktif. Survei awal menunjukkan 66,7% guru belum memahami konsep etnosains dan 83,3% belum menerapkannya, sementara pemanfaatan media digital masih terbatas pada PowerPoint. Kegiatan dilakukan melalui tahap persiapan, pelatihan, pendampingan, dan evaluasi dengan pendekatan learning by doing. Hasilnya menunjukkan peningkatan kompetensi guru dengan rata-rata N-Gain 0,875 (87,5%) dan kepuasan peserta 96,2%. Penguasaan tertinggi terjadi pada penggunaan Gimkit (92%), Canva (88%), dan Quizizz (86%). Pelatihan ini efektif memperkuat literasi digital, kreativitas pedagogis, serta pemahaman etnosains guru, sekaligus mendorong integrasi nilai budaya lokal dalam pembelajaran kontekstual sesuai prinsip Kurikulum Merdeka. 
PENGEMBANGAN MEDIA PEMBELAJARAN GRANIT BERBASIS ETNOMATEMATIKA LUTUR BATU UNTUK MENINGKATKAN LITERASI MATEMATIKA SISWA SMP Magdalena Rehyara; Yos Melinda Jaky; Inri Joltuwu; John Nandito Lekitoo
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.23995

Abstract

Rendahnya literasi matematika siswa Indonesia, khususnya di daerah perbatasan, mendorong perlunya pengembangan media pembelajaran yang kontekstual, interaktif, dan berbasis budaya lokal. Penelitian ini bertujuan mengembangkan media pembelajaran GRANIT (GeoGebra Classroom, Canva, dan Gimkit) berbasis etnomatematika Lutur Batu pada materi lingkaran untuk siswa SMP. Penelitian menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek uji coba siswa kelas IX SMP Negeri Tiakur. Instrumen penelitian mencakup lembar validasi ahli, angket respons guru dan siswa, serta tes literasi matematika (pretest–posttest). Hasil validasi media memperoleh rata-rata 94,67% dan materi 93,6%, keduanya berkategori sangat valid. Respons siswa pada uji coba kelompok kecil sebesar 87,33% dan kelompok besar 87,03%, sedangkan respons guru rata-rata 88%, menunjukkan kriteria praktis. Efektivitas media ditunjukkan melalui peningkatan skor literasi matematika siswa dari nilai rata-rata pretest 33,64 menjadi posttest 80,79 dengan rata-rata N-Gain 0,70 (kategori tinggi). Temuan ini menunjukkan bahwa integrasi GeoGebra Classroom, Canva, dan Gimkit dengan konteks etnomatematika Lutur Batu mampu meningkatkan literasi matematika sekaligus memperkuat apresiasi siswa terhadap budaya lokal. Dengan demikian, media GRANIT layak digunakan sebagai alternatif inovasi pembelajaran matematika kontekstual di daerah perbatasan.   Kata kunci: literasi matematika, GeoGebra Classroom, Canva, Gimkit, etnomatematika lutur batu Abstract: The low level of mathematical literacy among Indonesian students, particularly in border regions, highlights the need for the development of contextual, interactive, and culturally based learning media. This study aims to develop GRANIT learning media (GeoGebra Classroom, Canva, and Gimkit) integrated with Lutur Batu ethnomathematics on the topic of circles for junior high school students. The research employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) with ninth-grade students at SMP Negeri Tiakur as trial subjects. Research instruments included expert validation sheets, teacher and student response questionnaires, and a mathematical literacy test (pretest–posttest). The validation results showed an average score of 94.67% for the media and 93.6% for the material, both categorized as highly valid. Student responses in small-group and large-group trials reached 87,33% and 87,03%, respectively, while teacher responses averaged 88%, indicating practicality. The effectiveness of the media was demonstrated by an increase in students’ mathematical literacy scores, from an average pretest score of 33.64 to a posttest score of 80,79, with an average N-Gain of 0,70 (high category). These findings suggest that the integration of GeoGebra Classroom, Canva, and Gimkit with Lutur Batu ethnomathematics can enhance students’ mathematical literacy while fostering appreciation for local culture. Thus, GRANIT media is considered feasible as an innovative alternative for contextual mathematics learning in border areas.. Keywords: mathematical literacy, GeoGebra Classroom, Canva, Gimkit, Lutur Batu ethnomathematics
Analisis Kemampuan Literasi Matematika Siswa Daerah 3T pada Materi Lingkaran Ditinjau dari Kecemasan Matematika Rensa Zacharias; La Moma; John Nandito Lekitoo
Media Pendidikan Matematika Vol. 13 No. 2 (2025): J-MPM
Publisher : Program Studi Pendidikan Matematika, FSTT, Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v13i2.17715

Abstract

This study aims to analyze the mathematical literacy skills of students in underdeveloped, frontier, and outermost (3T) areas, specifically Grade VIII students at SMP Negeri Tiakur, on the topic of circles, in relation to their level of mathematics anxiety. The main focus is to examine how mathematics anxiety affects students’ abilities to understand, represent, and solve contextual mathematics problems rooted in local culture. This research employs an exploratory method with a descriptive qualitative approach. The subjects consist of six students selected purposively based on categories of high, moderate, and low anxiety. Data were collected through an anxiety questionnaire, a PISA level 3 problem, and in-depth interviews. Data analysis included reduction, presentation, and conclusion drawing. The findings indicate that mathematics anxiety influences student performance in solving contextual problems. Students with high anxiety can still demonstrate reflective and procedural abilities if they possess strong conceptual understanding. Conversely, students with moderate or low anxiety may struggle when lacking reflective and conceptual skills. The study concludes that authentic context-based learning, such as ethnomathematics, and attention to students’ affective aspects are essential to enhance their mathematical literacy, particularly reflective thinking and problem-solving skills
Developing ethnomathematics-based digital quizzes with gamification on the blooket platform Ratnah Kurniati MA; Michael Inuhan; John Nandito Lekitoo; Fenty Madelin Madubun; Arche Febry Bonara; Jafrandi Jonsen Reiwuty; Novania Sawo
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27280

Abstract

This study describes the development of an ethnomathematics-based digital quiz combined with a cultural context that was developed by applying the 4D methods of instruction (Define, Design, Develop, Disseminate). Focusing on the concept of number patterns, the quiz integrates local cultural elements from 3T regions such as weaving motifs, ceremonial structures, and traditional rituals to enhance relevance and engagement. The quiz items were designed to suit the Blooket platform, emphasizing short narratives, age-appropriate cognitive levels, and engaging gamification features that promote active learning. Validation results confirmed that the quiz items were content-valid, instructionally effective, and practical for classroom use. Limited trials demonstrated that the media significantly increased student motivation and engagement, particularly when mathematical concepts were presented through culturally familiar formats. Feedback from teachers and students indicated that the quiz holds promise as an inclusive and adaptive formative assessment tool, responsive to the realities of education in remote areas. The study recommends expanding the media to include a broader range of mathematical topics and cultural representations from across Indonesia. Integration with complementary learning resources such as thematic modules or game-based activity sheets, may further enhance its function as both an evaluation tool and a medium for independent, enjoyable learning. To ensure successful implementation, targeted teacher training in gamification strategies is essential, especially in schools with limited digital access.