Reiwuty, Jafrandi Jonsen
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Developing ethnomathematics-based digital quizzes with gamification on the blooket platform Kurniati MA, Ratnah; Inuhan, Michael; Lekitoo, John Nandito; Madubun, Fenty Madelin; Bonara, Arche Febry; Reiwuty, Jafrandi Jonsen; Sawo, Novania
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.
Pembelajaran Matematika Interaktif Berbantuan Media Pembelajaran Farmquest Kurniati MA, Ratnah; Inuhan , Michael; Alam, Asmirani; Poseratu, Stevyanus; Reiwuty, Jafrandi Jonsen; Meikudy , Piterson
Jurnal Masyarakat Madani Indonesia Vol. 5 No. 1 (2026): Februari
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/ek5wcq76

Abstract

Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan minat belajar, motivasi, interaksi, serta literasi matematika siswa melalui penerapan model pembelajaran interaktif berbantuan media Farmquest pada siswa kelas X SMK Negeri 7 Maluku Barat Daya. Kegiatan dilaksanakan dengan pendekatan community-based education melalui tahapan observasi awal, pelatihan penggunaan media, implementasi pembelajaran di kelas, monitoring, dan evaluasi hasil. Instrumen yang digunakan mencakup angket minat siswa, lembar observasi aktivitas belajar, serta evaluasi persepsi guru terhadap pelaksanaan pembelajaran. Hasil kegiatan menunjukkan adanya peningkatan minat belajar matematika siswa secara signifikan, dari yang sebelumnya didominasi kategori rendah menjadi mayoritas pada kategori tinggi setelah penerapan Farmquest. Selain itu, pembelajaran berlangsung lebih interaktif dan siswa terlihat lebih termotivasi dalam mengerjakan tantangan matematika berbasis konteks yang dekat dengan kehidupan mereka. Guru mitra juga memberikan respons sangat baik terhadap media dan strategi pembelajaran yang diterapkan. Walaupun demikian, penerapan Farmquest masih memiliki keterbatasan seperti kebutuhan adaptasi teknis dan pengelolaan waktu. Oleh karena itu, diperlukan pengembangan lanjutan pada aspek desain permainan dan variasi konten soal agar media ini dapat diterapkan secara lebih luas pada pembelajaran matematika di sekolah-sekolah terutama di wilayah 3T. Secara keseluruhan, penggunaan media Farmquest terbukti efektif sebagai solusi inovatif dalam meningkatkan kualitas pembelajaran matematika yang menarik, kontekstual, dan berorientasi pada penguatan literasi matematika siswa.