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Ethnomathematics Study: The Traditional Game of Tikam Bana as a Medium for Learning Mathematics Siti Rahmawati; Hidayu Sulisti
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2724

Abstract

This study aims to identify the elements and concepts of mathematics contained in the game of tikam bana. In addition, the traditional game of tikam bana must also be introduced so as not to be left behind by the progress of the times, where children have begun to be eroded by some modern technology. The method used was ethnography with the subject of five class VIII students at SMP Pondok Pesantren Assalam Kota Pontianak. The data collection techniques used were observation and documentation. This technique is to obtain information and data about the elements of mathematics contained in the tikam bana game performed by students. Data obtained or collected by researchers from various existing sources. Then the data obtained will be drawn conclusions through the data triangulation process. The results of the research were obtained in the form of questionnaires and assessments carried out while playing by giving test questions on each of the deepest numbers in the plot of tikam bana. The mathematical elements contained in the game of tikam bana are flat, namely square and trapezoid. The concept of mathematics in this game is the concept of integers known at the time of assessment and giving test questions, while the concept of chance is known when doing hompimpa to determine the order of players.
Analisis Pendahuluan Pengembangan LKPD Berbasis Etnomatematika pada Materi Segi Empat dan Segitiga Hidayu Sulisti; Handayani, Lita; Rustanuarsi, Ressy
Jurnal Padegogik Vol 8 No 1 (2025): Jurnal Padegogik, Januari 2025
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/jpd.v8i1.3724

Abstract

LKPD (Ethnomathematics Based Learner Worksheets) has great potential to improve the quality of mathematics learning. However, many LKPDs made by teachers in schools have not been related to the surrounding culture. This article aims to present an initial overview of the development of ethnomathematics-based LKPD. The model used in this research is the Plomp model which consists of 3 stages, namely Prelimenary research (preliminary analysis), Prototyping phase (development or prototyping), and Assessment phase. Due to limited funds and time, this research was carried out only up to the Preliminary Analysis stage. The subjects of this research were students of class VIII of SMP Negeri 05 Sungai Kakap. The first data was obtained from interviews with students, and the second data was obtained from the results of a questionnaire distributed to students. The results of the needs analysis, curriculum analysis, concept analysis, and analysis of the characteristics of students can be concluded that, it is necessary to develop Ethnomathematics-based LKPD on the Quadrangle and Triangle Material, which contains student activities in finding concepts that begin with a problem related and close to the daily lives of students, as well as with language and presentation according to the characteristics of grade VII junior high school students.
Ethnomathematics Study: The Traditional Game of Tikam Bana as a Medium for Learning Mathematics Siti Rahmawati; Hidayu Sulisti
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (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.v6i2.2724

Abstract

This study aims to identify the elements and concepts of mathematics contained in the game of tikam bana. In addition, the traditional game of tikam bana must also be introduced so as not to be left behind by the progress of the times, where children have begun to be eroded by some modern technology. The method used was ethnography with the subject of five class VIII students at SMP Pondok Pesantren Assalam Kota Pontianak. The data collection techniques used were observation and documentation. This technique is to obtain information and data about the elements of mathematics contained in the tikam bana game performed by students. Data obtained or collected by researchers from various existing sources. Then the data obtained will be drawn conclusions through the data triangulation process. The results of the research were obtained in the form of questionnaires and assessments carried out while playing by giving test questions on each of the deepest numbers in the plot of tikam bana. The mathematical elements contained in the game of tikam bana are flat, namely square and trapezoid. The concept of mathematics in this game is the concept of integers known at the time of assessment and giving test questions, while the concept of chance is known when doing hompimpa to determine the order of players.
Analisis Soal Lomba Cerdas Cermat Tingkat Mahasiswa Tadris Matematika Hidayu Sulisti; Sarassanti, Yumi
Jurnal Padegogik Vol 8 No 2 (2025): Jurnal Padegogik, Juli 2025
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/jpd.v8i2.4093

Abstract

This study aims to evaluate the quality of quiz questions for student-level students, organized by the Mathematics Education Study Program, FTIK IAIN Pontianak together with the Mathematics Education Student Association. The evaluation was carried out based on aspects of material, construction, language, and Bloom's Taxonomy. The mathematics materials presented in the competition include Algebra, Geometry, Number Theory, Trigonometry. Data were taken from documents of questions, answers, and participant scores. The analysis showed that the majority of questions were of good quality, although some aspects, such as the balance of cognitive levels in Bloom's Taxonomy, needed improvement. This study is expected to be the basis for the development of similar competitions in the future
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 Sarassanti, Yumi; 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