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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.
Pelatihan Inovasi Pembelajaran Matematika Berbasis Gamifikasi dan Etnomatematika untuk Guru SMK di Pulau Moa MA, Ratnah Kurniati; Lekitoo, John N.; Dahoklory, Andi S.K.; Taihuttu, Sisilia M.; Udighair, Ferderika; Sawo, Novania; Dahlan, Haryanti
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/yfyawt55

Abstract

Rendahnya literasi matematika siswa Indonesia, khususnya di daerah tertinggal, terdepan, dan terluar (3T), seringkali disebabkan oleh pendekatan pembelajaran yang konvensional dan kurang kontekstual. Program pengabdian masyarakat ini bertujuan untuk meningkatkan kapasitas pedagogis guru-guru SMK Negeri 7 Maluku Barat Daya di Pulau Moa melalui pelatihan inovasi pembelajaran yang mengintegrasikan gamifikasi dan etnomatematika berbasis budaya lokal. Program dilaksanakan dalam lima tahap sistematis: (1) sosialisasi, (2) pelatihan, (3) penerapan teknologi, (4) pendampingan dan evaluasi, dan (5) keberlanjutan program. Pendekatan evaluasi kuantitatif-kualitatif digunakan untuk mengukur tiga aspek utama: perubahan kompetensi guru, transformasi praktik pembelajaran, serta dampak terhadap motivasi dan hasil belajar siswa. Hasilnya menunjukkan capaian yang signifikan. Program berhasil meningkatkan kompetensi guru secara signifikan, ditunjukkan oleh kenaikan skor rata-rata post-test sebesar 32,7%. Pada aspek praktik, 93% guru telah mengadopsi platform gamifikasi dan 85% sesi pembelajaran mengintegrasikan unsur budaya lokal. Dampak pada siswa terlihat dari peningkatan motivasi belajar sebesar 28%. Keberlanjutan program dijamin melalui produk digital yang terus diakses, komunitas belajar guru yang aktif, dan komitmen kelembagaan sekolah. Program ini membuktikan bahwa model pelatihan partisipatif berbasis konteks lokal efektif dalam mentransformasi kompetensi guru dan praktik pembelajaran di daerah 3T. Integrasi gamifikasi dan etnomatematika berhasil menciptakan pembelajaran matematika yang lebih menarik, relevan, dan bermakna. Replikasi model ini di wilayah lain dengan adaptasi konteks budaya setempat sangat disarankan untuk berkontribusi pada peningkatan mutu pendidikan nasional.