Al-Jabar, Sheilla Zalzabilla
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Ethnomathematics on Ayunan Jantra in Bali: Integration of Mathematical Concepts in Culture Al-Jabar, Sheilla Zalzabilla; Fauzi, Fikri; Hidayat, Wahyu; Fitriani, Nelly; Supriatna, Tatang
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 8 No. 2 (2025): VOLUME 8 NUMBER 2, JUNE 2025
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v8i2.26861

Abstract

This research explores the concept of ethnomathematics in the ayunan jantra culture in Majalangu Village, Denpasar, Bali. Using an ethnographic approach, this research identifies the mathematical elements contained in the making, structure and use of the jantJra swing. The research was conducted through observation, interviews and documentation when the ayunan jantra was used at a Balinese traditional ceremony. The interview was conducted with Mr. I Made Semara Putra, the manager of the Subak TeBA Majalangu Educational Tourism foundation, Denpasar, Bali. Swing jantra has a philosophy about the values of life, namely the rotation of destiny that we do not know, but must be ready to live it. The main findings of this research are the application of the concepts of geometry, proportion and oscillation in the making and operation of the ayunan jantra. From the geometry aspect, the swing structure includes the position of the support, rotating shaft, and arms that refer to the principles of symmetry and balance. In addition, the measurement of the dimensions of the arms and stand shows the application of the concepts of proportion and comparison. The use of the ayunan jantra also involves the concept of oscillation where the rotating movement resembles harmonic oscillation. This research reveals that Balinese people have intuitively integrated mathematical concepts into their cultural traditions. The findings from this study offer new insights into the relationship between cultural traditions and mathematics learning that could contribute to developing ethnomathematics-based learning in schools. This research is expected to enrich culture-based mathematics learning methods and preserve the local wisdom of the Balinese people.
PENGEMBANGAN DESAIN E-DEDAKTIS MELALUI BAHAN AJAR BERBASIS PROJECT MENGGUNAKAN AUGMENTED REALITY Amelia, Risma; Setiawan, Wahyu; Al-jabar, Sheilla Zalzabilla
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.6845

Abstract

Peranan bahan ajar yang sesuai dengan kebutuhan siswa dapat memudahkan siswa dalam memahami materi. Namun kondisinya di lapangan, bahan ajar pada pembelajaran matematika yang diterapkan masih belum sesuai dengan kebutuhannya. Sehingga siswa kurang dapat memahami materi dan berujung pada tidak maksimalnya capaian pembelajaran. Tujuan penelitian ini yaitu mengembangkan desain e-didaktis melalui bahan ajar elektronik berbasis project menggunakan Augmented Reality, agar pembelajaran terpusat pada siswa dan pembelajaran lebih interaktif sehingga dapat mengkonstruksi penemuan konsep oleh siswa, sehingga siswa lebih mudah memahami materi. Metode penelitian yang digunakan adalah penelitian pengembangan (R&D) yang mengimplementasikan model Borg and Gall. Teknik pengumpulan data dalam penelitian ini yaitu melalui observasi dan angket. Subjek penelitian yaitu siswa SMP kelas VIII. Terdapat 5 ahli sebagai validator diantaranya 2 dosen prodi pendidikan matematika yang terdiri dari 1 orang ahli pembelajaran dan 1 orang ahli media pembelajaran serta 3 guru mata pelajaran matematika SMP. Identifikasi masalah awal melalui analisis hambatan belajar siswa yang dilakukan dengan mengaitkan alur pembelajaran yang dapat dikembangkan dengan membuat alur lintasan belajar (learning trajectory) untuk selanjutnya mendesain e-didaktis. Hasil dari penelitian ini adalah desain e-didaktis melalui bahan ajar elektonik melalui aplikasi flipbook dengan menggunakan Augmented Reality yang dikembangkan sesuai dengan metode penelitian pengembangan model Borg and Gall, berdasarkan hasil analisis validasi bahan ajar dengan rata-rata 3,24 menunjukkan bahan ajar valid dan layak digunakan, dan uji kepraktisan 78%  menunjukkan kriteria praktis untuk digunakan serta 85% menunjukkan ketuntasan belajar siswa. Sehingga bahan ajar yang dikembangkan sudah efektif untuk digunakan dalam pembelajaran.The role of teaching materials that suit students' needs can help students understand the material. However, conditions in the field, the teaching materials used in mathematics learning are still not in accordance with needs. So students are less able to understand the material and this results in less than optimal learning outcomes. The aim of this research is to develop e-didactical design through project-based electronic teaching materials using Augmented Reality, so that learning is student-centered and learning is more interactive so that students can construct concept discoveries. The research method used is development research (R & D) which implements the Borg and Gall model. Data collection techniques in this e-didactic design development research use two types, namely observation and questionnaires. The research subjects were junior high school students. There are 5 experts as validators including 2 mathematics education study program lecturers, namely learning experts and learning media experts as well as 3 junior high school mathematics subject teachers. Identify initial problems with learning obstacle analysis which is carried out by linking learning paths that can be developed by creating learning trajectories to further design e-didactics. The result of this research is an e-didactical design using electronic teaching materials via a flipbook application using Augmented Reality which was developed in accordance with the Borg and Gall model development research method, based on the results of the validation analysis of teaching materials with an average of 3.24 indicating that the teaching materials are valid and suitable for use, and a practicality test of 78% shows practical criteria for use and 85% shows student learning completeness. So that the teaching materials developed are effective for use in learning.