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PENGARUH MEDIA PEMBELAJARAN FILM ANIMASI TERINTEGRASI BUDAYA JAMBI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA Stella Regina Hutahaean; Gugun Manosor Simatupang; Mujahidawati Mujahidawati; Novferma
Jurnal Ilmiah Matematika Realistik Vol. 6 No. 1 (2025): JURNAL ILMIAH MATEMATIKA REALISTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ji-mr.v6i1.259

Abstract

Kemampuan pemecahan masalah menjadi aspek krusial dalam proses belajar matematika yang memiliki relevansi luas dalam berbagai bidang kehidupan. Keterampilan ini bukan hanya terbatas pada konteks akademik, tetapi juga memiliki peran untuk membantu individu menghadapi permasalahan hidupnya. Pemecahan masalah menuntut siswa dalam memahami permasalahan secara menyeluruh, menganalisis informasi yang tersedia, merumuskan strategi penyelesaian yang tepat, melakukan prosedur yang sesuai, serta mengevaluasi kembali solusi yang diperoleh. Oleh karenanya, kemampuan ini perlu perhatian khusus untuk dikembangkan dalam proses pembelajaran agar siswa dapat berpikir secara kritis, logis, dan tersistem ketika menyelesaikan berbagai permasalahan. Hasil observasi awal menunjukkan bahwasanya kemampuan siswa dalam memecahkan masalah matematika berada dalam kategori rendah. Penelitian yang dilakukan memiliki tujuan dalam mengkaji dampak dari media pembelajaran berupa film animasi yang terintegrasi dengan budaya Jambi pada kemampuan siswa kelas XI di SMPN 10 Kota Jambi dalam memecahkan masalah matematika. Metode yang dipakai ialah kuantitatif dengan desain quasi-experimental menggunakan model non-equivalent control group pretest posttest. Materi pembelajaran yang digunakan adalah transformasi geometri (translasi dan pencerminan) yang dikemas dalam film animasi berbasis budaya lokal. Penelitian yang dilakukan memberikan hasil bahwa implementasi media film animasi untuk proses pembelajaran berpengaruh signifikan pada kemampuan pemecahan masalah siswa. Peningkatan capaian belajar ditunjukkan dari kelompok kelas eksperimen. Temuan ini menjadi bukti bahwasanya media pembelajaran berbasis animasi kearifan lokal efektif dalam meningkatkan capaian belajar siswa serta menjadikan suasana belajar matematika terasa hidup.
PENGEMBANGAN FILM ANIMASI MATEMATIKA BERILUSTRASI UPACARA ADAT JAMBI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA Laily, L4ily; Sabil, Husni; Novferma, Novferma
Pedagogy: Jurnal Pendidikan Matematika Vol. 11 No. 1 (2026): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/zsd6kq96

Abstract

Pembelajaran matematika yang bermakna memerlukan media yang mampu melibatkan siswa secara aktif dan mengembangkan kemampuan berpikir kritis. Salah satu alternatif yang dapat digunakan adalah media visual yang kontekstual. Penelitian ini bertujuan untuk mengembangkan dan menilai kelayakan film animasi matematika yang mengintegrasikan budaya lokal upacara adat sebagai sarana untuk meningkatkan kemampuan berpikir kritis siswa. Penelitian menggunakan metode Research and Development. Penelitian ini dilakukan di SMP Negeri 2 Sarolangun dengan subjek dalam penelitian ini meliputi dosen Pendidikan Matematika Universitas Jambi sebagai tim ahli, yang terdiri atas ahli materi dan ahli desain. Selain itu, penelitian juga melibatkan guru matematika SMP pada tahap uji coba perorangan, 9 orang siswa kelas VII A pada uji coba kelompok kecil. Berdasarkan hasil penilaian yang dilakukan oleh ahli materi dan ahli media, media film animasi yang dikembangkan dinyatakan sangat layak digunakan dalam pembelajaran matematika dengan tingkat kelayakan masing-masing sebesar 87% dan 93,3%. Selain itu, hasil uji coba perorangan yang melibatkan guru matematika menunjukkan bahwa film animasi tersebut mampu meningkatkan keterlibatan siswa selama proses pembelajaran. Meskipun demikian, terdapat beberapa saran perbaikan, terutama pada kejelasan instruksi serta penambahan variasi soal. Oleh karena itu, film animasi matematika yang dikembangkan diharapkan dapat dimanfaatkan sebagai media pembelajaran yang efektif dan menarik, sekaligus berpotensi membantu meningkatkan kemampuan berpikir kritis siswa serta mengenalkan nilai budaya lokal Jambi kepada siswa.
PENGEMBANGAN FILM ANIMASI 3D BERBASIS BUDAYA JAMBI TERINTEGRASI PROFIL PELAJAR PANCASILA DALAM KURIKULUM MERDEKA UNTUK MENINGKATKAN KEMAMPUAN LITERASI DAN MINAT BELAJAR SISWA Novferma; Febbry Romundza; Asih Nur Ismiatun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 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.v11i01.42947

Abstract

This study aimed to develop and examine the feasibility and effectiveness of FILAD (3D Animated Film) based on Jambi local culture integrated with the Pancasila Student Profile in improving students’ literacy skills and learning interest at SMPN 7 Muaro Jambi. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate) involving 32 eighth-grade students and three expert validators. Research instruments included validation sheets, a literacy test, a learning interest questionnaire, and observation sheets. Data were analyzed using Aiken’s V, Cronbach’s Alpha, N-Gain, and paired sample t-test at a significance level of 0.05. The results indicated that FILAD was categorized as highly valid (mean score = 4.45; Aiken’s V = 0.86) and highly practical (88.5%). Empirically, students’ literacy skills significantly improved, with the mean score increasing from 58.20 to 82.40 and an N-Gain of 0.62 (moderate–high category). Students’ learning interest also increased significantly, as reflected by the rise in the high-interest category from 18% to 68% (p < 0.05). These findings demonstrate that integrating 3D animation, local cultural context, and character education effectively enhances both cognitive and affective learning outcomes while supporting the implementation of the Merdeka Curriculum within the framework of digital educational transformation.
Integrating Pancasila Values into Ethnomathematics: A Project-Based Approach to Strengthening Problem-Solving Skills Novferma, Novferma; Kamid, Kamid; Asrial, Asrial; Maison, Maison
Edumatica : Jurnal Pendidikan Matematika Vol 15 No 3 (2025): Edumatica: Jurnal Pendidikan matematika (Desember 2025)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v16i3.48309

Abstract

This study investigated the integration of Pancasila values into ethnomathematics-based learning through a project-based learning approach to enhance students’ problem-solving skills. A quasi-experimental design with a pretest–posttest non-equivalent control group was conducted at SMAN 8 Muaro Jambi, involving 62 grade XI students. The instruments consisted of a mathematical problem-solving test, observation sheets, and rubrics for assessing Pancasila values during learning activities. Data were analyzed using paired and independent sample t-tests, normalized gain (N-Gain), and effect size. The findings revealed that the posttest mean score of the experimental class, taught by using the PjBL integrated with ethnomathematics contexts including weaving patterns and local architectuaral designs,was significantly higher than that of the control one (78.94 compared to 69.48). The N-gain of the experimental group (0.61) belonged to medium-high, while that of the control group was only 0.32. Cohen’s d for effect size was 0.82, which was classified as a large effect. Qualitative results also described that collaboration, tolerance, and responsibility in the experimental class were higher, which indicated the implementation of Pancasila values in project activities. The results of this study show that an integration of ethnomathematics and Pancasila values in PjBL can enhance the both student’s problem-solving skills and character.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS VIDEO ANIMASI MENGGUNAKAN APLIKASI PLOTAGON STORY UNTUK MENINGKATKAN SELF-EFFICACY GURU SMP Huda, Nizlel; Johari, Asni; Yelianti, Upik; Naswir, Naswir; Syaiful, Syaiful; Novferma, Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 7, No 2 (2024): NOVEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v7i2.6321

Abstract

ABSTRACTThe development of digital technology requires teachers to be able to create innovative and interactive learning media. However, many teachers have not yet optimally utilized technology, particularly in developing animation-based video media. This community service activity aims to enhance teachers’ ability to create animated learning videos using the Plotagon Story application, as well as to improve their self-efficacy in utilizing educational technology. The methods employed include workshops, demonstrations, discussions, and mentoring. The participants consisted of 32 junior high school teachers in Muaro Jambi. The instruments used were response questionnaires and observations conducted during the training process. The results indicate a significant improvement in teachers’ self-efficacy, with an average achievement of 93%. In addition, teachers were able to produce creative and interactive animated learning videos. Therefore, this training is effective in enhancing both teachers’ technological competence and their confidence in developing digital-based learning media..Keywords: Animated Video, Plotagon Story, Self-Efficacy, Learning MediaABSTRAKPerkembangan teknologi digital menuntut guru untuk memiliki kemampuan literasi digital dan keterampilan mengembangkan media pembelajaran inovatif. Namun, masih banyak guru yang mengalami kendala dalam mengintegrasikan media digital interaktif ke dalam praktik pembelajaran. Untuk menjawab tantangan tersebut, dilaksanakan program pengabdian masyarakat di SMPN 7 Muaro Jambi berupa pelatihan pembuatan e-modul majalah digital interaktif berbantuan Augmented Reality (AR) dengan pendekatan Problem Based Learning (PBL). Pelatihan diikuti oleh 25 guru SMP dan dilaksanakan melalui workshop berbasis praktik dengan model ADDIE. Peserta diperkenalkan pada aplikasi AR, dibimbing dalam merancang e-modul dengan skenario PBL, serta didampingi dalam menghasilkan produk media pembelajaran digital. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi digital guru, dengan skor rata-rata meningkat dari 3,12 sebelum pelatihan menjadi 4,35 setelah pelatihan. Selain itu, 85% peserta berhasil menghasilkan e-modul yang memenuhi kriteria validitas media, meliputi kejelasan konten, keterpaduan visual, dan interaktivitas. Guru juga menunjukkan motivasi tinggi untuk mengintegrasikan AR dan PBL dalam pembelajaran. Dengan demikian, pelatihan ini efektif dalam meningkatkan kompetensi guru, memperkuat literasi digital, serta mendukung implementasi Kurikulum Merdeka melalui pembelajaran kontekstual berbasis teknologi.Kata Kunci: Video Animasi, Plotagon Story, Self-efficacy, Media Pembelajaran
Development of augmented reality-assisted mathematical comics based on Jambi folklore to improve students’ metacognitive skills Nizlel huda; Husni Sabil; Wardi Syafmen; Novferma
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 2 (2026): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i2.30837

Abstract

Purpose: This study aims to investigate how the integration of Augmented Reality-assisted mathematical comics based on Jambi folklore can support students’ metacognitive skills in mathematics learning.Method: This study employed a Research and Development approach using the ADDIE model consisting of analysis, design, development, implementation, and evaluation stages. The developed instructional media were validated by a media expert, a mathematics education expert, and an instructional design expert. The implementation stage involved 32 junior high school students divided into an experimental group and a control group. Data were collected through observations, interviews, questionnaires, and metacognitive skills tests, and analyzed using Aiken’s V, descriptive percentage analysis, and an independent sample t-test supported by effect size analysis.Findings: The developed instructional media achieved very high validity, with Aiken’s V values ranging from 0.88 to 0.92, and obtained a practicality score of 86%. Students who learned using the developed media demonstrated better metacognitive skills than those who learned through conventional instruction, with a Cohen’s d effect size of 0.81 indicating a large practical effect. The integration of Augmented Reality visualization, mathematical comic narratives, and contextual cultural content supported students in interpreting mathematical problems, monitoring solution strategies, and reflecting on their answers during learning activities.Significance: This study contributes to metacognitive learning research by demonstrating that Augmented Reality-assisted mathematical comics integrated with local cultural narratives can support reflective and culturally contextualized mathematics learning environments.
PELATIHAN E-MODUL MAJALAH DIGITAL BERBANTUAN AR BERBASIS PBL UNTUK MENINGKATKAN LITERASI DIGITAL Gugun Manosor Simatupang; Mujahidawati Mujahidawati; Husni Sabil; Wardi Syafmen; Ilham Falani; Novferma Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5449

Abstract

ABSTRACTThe rapid development of digital technology requires teachers to master digital literacy and innovative teaching media. However, many teachers still face challenges in integrating interactive digital learning resources into classroom practice. To address this issue, a community service program was conducted at SMPN 7 Muaro Jambi in the form of training on developing interactive digital magazine e-modules supported by Augmented Reality (AR) and Problem Based Learning (PBL). The training was attended by 25 junior high school teachers and implemented through a hands-on workshop model using the ADDIE framework. Participants were introduced to AR applications, guided in designing e-modules with PBL scenarios, and assisted in producing digital magazine-based learning media. The results showed a significant improvement in teachers’ digital literacy, with the average score increasing from 3.12 to 4.35 after the training. In addition, 85% of participants successfully produced e-modules that met media validity criteria, including content clarity, visual coherence, and interactivity. Teachers also reported high motivation to apply AR and PBL in their teaching practices. This program proved effective in strengthening teachers’ competence, enhancing digital literacy, and supporting the implementation of the Merdeka Curriculum through contextual and technology-based learning.Keywords: Augmented Reality, E-Module, Digital Literacy, Teacher Training, Problem Based Learning ABSTRAKPerkembangan teknologi digital menuntut guru untuk memiliki kemampuan literasi digital dan keterampilan mengembangkan media pembelajaran inovatif. Namun, masih banyak guru yang mengalami kendala dalam mengintegrasikan media digital interaktif ke dalam praktik pembelajaran. Untuk menjawab tantangan tersebut, dilaksanakan program pengabdian masyarakat di SMPN 7 Muaro Jambi berupa pelatihan pembuatan e-modul majalah digital interaktif berbantuan Augmented Reality (AR) dengan pendekatan Problem Based Learning (PBL). Pelatihan diikuti oleh 25 guru SMP dan dilaksanakan melalui workshop berbasis praktik dengan model ADDIE. Peserta diperkenalkan pada aplikasi AR, dibimbing dalam merancang e-modul dengan skenario PBL, serta didampingi dalam menghasilkan produk media pembelajaran digital. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi digital guru, dengan skor rata-rata meningkat dari 3,12 sebelum pelatihan menjadi 4,35 setelah pelatihan. Selain itu, 85% peserta berhasil menghasilkan e-modul yang memenuhi kriteria validitas media, meliputi kejelasan konten, keterpaduan visual, dan interaktivitas. Guru juga menunjukkan motivasi tinggi untuk mengintegrasikan AR dan PBL dalam pembelajaran. Dengan demikian, pelatihan ini efektif dalam meningkatkan kompetensi guru, memperkuat literasi digital, serta mendukung implementasi Kurikulum Merdeka melalui pembelajaran kontekstual berbasis teknologi.Kata Kunci: Augmented Reality, E-Modul, Literasi Digital, Pelatihan Guru, Problem Based Learning
PELATIHAN PEMBUATAN BAHAN AJAR DAN ASESMEN DIGITAL BERBASIS BUDAYA JAMBI BERBANTUAN AI-AR Husni Sabil; Nizlel Huda; Masyunita Siregar; Novferma Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5566

Abstract

ABSTRACTThe digital transformation in education requires teachers to possess strong digital literacy and the ability to integrate technology with local culture to create meaningful learning experiences. This community service aimed to enhance teachers’ competence in developing digital teaching materials and assessments based on Jambi culture assisted by Artificial Intelligence (AI) and Augmented Reality (AR). The training was conducted using a participatory empowerment approach combined with a Project-Based Learning (PBL) model through four stages: socialization, hands-on workshop, implementation, and mentoring. Twenty teachers of the Junior High School Mathematics Teacher Working Group (MGMP) in Muaro Jambi participated in the program. Data were collected through observation, pre–post tests, interviews, and document analysis. The results showed a significant improvement in teachers’ competence, with the average score increasing from 63.2 to 88.5 (g = 0.68, high category). Teachers successfully produced interactive digital teaching materials that integrate Jambi’s cultural values using AI–AR tools such as Canva AI, ChatGPT, and Assemblr EDU. The program contributed to the development of the Techno-Cultural Pedagogy model, which integrates technology, pedagogy, and cultural knowledge to support digital transformation in education.Keywords: Digital Literacy, AI–AR, Teacher Training, Jambi CultureABSTRAKTransformasi digital dalam dunia pendidikan menuntut guru memiliki literasi digital yang kuat serta kemampuan mengintegrasikan teknologi dengan budaya lokal untuk menciptakan pembelajaran yang bermakna. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan bahan ajar dan asesmen digital berbasis budaya Jambi berbantuan Artificial Intelligence (AI) dan Augmented Reality (AR). Pelatihan dilaksanakan dengan pendekatan participatory empowerment dan model Project-Based Learning (PBL) melalui empat tahap, yaitu sosialisasi, pelatihan praktik, implementasi, serta pendampingan. Peserta kegiatan terdiri atas 20 guru MGMP Matematika SMP Kabupaten Muaro Jambi. Data dikumpulkan melalui observasi, tes pre–post, wawancara, dan analisis dokumen. Hasil menunjukkan peningkatan signifikan pada kompetensi guru dengan rata-rata skor meningkat dari 63,2 menjadi 88,5 (g = 0,68; kategori tinggi). Guru berhasil menghasilkan bahan ajar digital interaktif yang mengintegrasikan nilai budaya Jambi dengan dukungan aplikasi AI–AR seperti Canva AI, ChatGPT, dan Assemblr EDU. Kegiatan ini berkontribusi pada pengembangan model Techno-Cultural Pedagogy yang memadukan teknologi, pedagogi, dan budaya untuk mendukung transformasi digital pendidikan.Kata Kunci : Literasi Digital, AI–AR, Pelatihan Guru, Budaya Jambi
PELATIHAN PEMBUATAN GAMIFIKASI BERBASIS AR TERINTEGRASI KEARIFAN LOKAL UNTUK MENINGKATKAN ENGAGEMENT SISWA Haryanto Haryanto; Febbry Romundza; Hendra Hendra; Novferma Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5444

Abstract

ABSTRACTThe limited ability of teachers to utilize technology has made learning at SMA Negeri 8 Muaro Jambi less interactive and reduced student engagement. This community service activity aimed to improve teachers’ competence in developing gamification-based learning media integrated with Augmented Reality (AR) and local wisdom. The method used was participatory training carried out through five stages, namely preparation, socialization, workshops, evaluation, and mentoring. Evaluation results showed an increase in teachers’ understanding from an average score of 45.6% to 82.4%, accompanied by media products incorporating Jambi cultural elements. Classroom implementation also improved student achievement from 52% to 87%, with more than 85% of students finding the learning more engaging and interactive, and 90% of teachers expressing satisfaction. This program proved effective in enhancing teachers’ digital literacy as well as student engagement through innovative learning based on technology and local culture.Keywords: Gamification, Augmented Reality, Local Wisdom, Student Engagement ABSTRAKKeterbatasan guru dalam memanfaatkan teknologi menyebabkan pembelajaran di SMA Negeri 8 Muaro Jambi kurang interaktif dan menurunkan keterlibatan siswa. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan media pembelajaran berbasis gamifikasi dan Augmented Reality (AR) yang terintegrasi kearifan lokal. Metode yang digunakan adalah pelatihan partisipatif melalui dilaksanakan melalui lima tahapan, yaitu persiapan, sosialisasi, workshop, evaluasi, dan pendampingan. Hasil evaluasi menunjukkan peningkatan pemahaman guru dari skor rata-rata 45,6% menjadi 82,4%, disertai produk media yang memuat unsur budaya Jambi. Implementasi di kelas juga meningkatkan capaian siswa dari 52% menjadi 87%, dengan lebih dari 85% siswa merasa pembelajaran lebih menarik dan interaktif, serta 90% guru menyatakan puas. Program ini terbukti efektif dalam meningkatkan literasi digital guru sekaligus engagement siswa melalui pembelajaran inovatif berbasis teknologi dan budaya lokal.Kata Kunci: Gamifikasi, Augmented Reality, Kearifan Lokal, Engagement Siswa
PELATIHAN PEMBUATAN E-COMATS BERBASIS ETHNOMATHEMATICS BERBANTUAN AR UNTUK MENINGKATKAN LITERASI TEKNOLOGI GURU Novferma Novferma; Nizlel Huda; Destrinelli Destrinelli; Bella Arisha; Nurul Hidayah
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5436

Abstract

ABSTRACTThe limited technological literacy and teachers’ ability to integrate digital learning media remain major challenges in implementing the Merdeka Curriculum. Addressing this issue, this study introduced the development of E-COMATS (Ethnomathematics Comic Augmented Reality for Teaching and Learning) grounded in local cultural contexts, specifically Rumah Adat Kajang Leko. The objective was to train junior high school teachers to design interactive ethnomathematics-based media using Augmented Reality (AR) in order to foster deep learning and enhance digital competence. The program was conducted as community service in an onsite workshop at SMAN 8 Muaro Jambi, engaging lecturers, students, and partner teachers. A hands-on approach was applied, starting from the introduction of ethnomathematics concepts, E-COMATS design, AR feature integration, to the production of ready-to-use media. Findings revealed that more than 85% of teachers successfully produced AR-supported E-COMATS independently, while questionnaire results showed an increase in technological literacy with an average score of 4.35 out of 5. Participants perceived the developed media as relevant, innovative, and applicable in classroom practices. These results indicate that ethnomathematics-based E-COMATS training supported by AR is effective in improving teachers’ digital literacy and strengthening the integration of local culture into mathematics learning.Keywords: Augmented Reality, E-COMATS, Ethnomathematics, Junior High School Teachers, Technological Literacy ABSTRAKRendahnya literasi teknologi dan kemampuan guru dalam mengintegrasikan media pembelajaran digital masih menjadi tantangan utama dalam penerapan Kurikulum Merdeka. Untuk menjawab permasalahan tersebut, penelitian ini mengembangkan E-COMATS (Ethnomathematics Comic Augmented Reality for Teaching and Learning) berbasis konteks budaya lokal, yaitu Rumah Adat Kajang Leko. Tujuan kegiatan adalah melatih guru SMP agar mampu merancang media pembelajaran interaktif berbasis ethnomathematics dengan dukungan teknologi Augmented Reality (AR), sehingga dapat mendorong pembelajaran mendalam sekaligus meningkatkan kompetensi digital guru. Program dilaksanakan sebagai kegiatan pengabdian melalui workshop luring di SMAN 8 Muaro Jambi dengan melibatkan dosen, mahasiswa, dan guru mitra. Metode yang digunakan adalah praktik langsung mulai dari pengenalan konsep ethnomathematics, perancangan E-COMATS, integrasi fitur AR, hingga menghasilkan media siap pakai. Hasil menunjukkan lebih dari 85% guru berhasil menyelesaikan produk E-COMATS berbantuan AR secara mandiri, sedangkan hasil kuesioner memperlihatkan peningkatan literasi teknologi dengan skor rata-rata 4,35 dari skala 5. Guru menilai media yang dikembangkan relevan, inovatif, dan aplikatif dalam pembelajaran. Dengan demikian, pelatihan E-COMATS berbasis ethnomathematics berbantuan AR terbukti efektif dalam meningkatkan literasi digital guru sekaligus memperkuat integrasi budaya lokal dalam pembelajaran matematika.Kata Kunci: Augmented Reality, E-COMATS, Ethnomathematics, Guru SMP, Literasi Teknologi
Co-Authors -, Maison Afrida Afrida Alya Devita Putri Anika Pratiwi Ari Frianto Asih Nur Ismiatun Asih Nur Ismiatun Asni Johari Asrial Ayu Ayu Puji Lestari Bella Arisha Cinta Trida Anastasya Dea Rahmadany Destrinelli Destrinelli Dewi Iriani Dewi Iriani Dewi Iriani Dini Khirani Diniyah Putri Dwi Intan Saputri effendi, zaimi Erin Setiana evtita evtita evtita, evtita Fathir Aziva Azra Febbry Romundza Fidella Justine Mulyadi Fitriani Lianti Harizon Harizon Harizon Harizon Haryanto Haryanto Hendra Hendra Husni Husni Husni Nabil Husni Sabi Husni Sabil Ika Wati Ika Wati Ilham Falani Indah Pristy Yenzi Indira Maisyrisa Widyaningrum Irawan Irawan Isramiharti Isramiharti Jefri Marzal Kamid, Kamid Keysha Aurelia Khalid, M. Hafiz Laily, L4ily M. Afifuddin Khotibul Umam Maria Ronauli Sihotang Marpiratun Ilma Marta Vella Masyunita Siregar Miharti, Izra Mujahidawati Mujahidawati Mujahidawati Nur Mujahidawati Mujahidawati, Mujahidawati Mulyadi, Fidella Justine Munawaroh Munawaroh Nadhiya, Bayva Nadyn Ayu Liestiany naifa naii Naila Nur Fathimah Nainggolan, Iska Barbara Naswir, Naswir Nazura Pretty Wafirah Neisya Anggraini Nizlel Huda Norawati, Rosinta Nurmala Dewi, Nurmala Nurul Aulia Nurul Hidayah Resyarusyda Parandrengi Riri Ramadhani Fitri Rita Ningsih Romundza, Febbry Roseli Theis Sasih, Agustin Wela Silfia Delfina Silfiani Indri Silfiani Indri Silvia Putri Anggraini Silvy Niara Sasky Simatupang, Gugun M Simatupang, Gugun Manosor Siregar, Masyunita Stella Regina Hutahaean Suci Hayati Suci Putri Warman Supian Syaiful . Syaiful Syaiful Syifaurrahmadania Syifaurrahmadania T. Jovanes Apnoel Agape Tria Gustiningsi Umam, M Afifuddin Khotibul Umam, M. Afifuddin Khotibul Upik Yelianti Wahyu Fitroh Wardi Syafmen Wardi Syafmen Wardi Syafmen Winati Diyah Wahyu Fatikasari Wita Tri Andini Yelli Ramalisa Yenzi, Indah Pristy Yola Wulandari Zahrotul Munawaroh zaimi effendi Zulfa Alya Nabilah Asha