Siti Muslikhatul Tsaniyah
Universitas Negeri Surabaya

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Ethnomathematics in the Digitalization of Museums in Indonesia by Using Virtual Reality Lisnani Lisnani; Sri Adi Widodo; Siti Muslikhatul Tsaniyah
Journal of Emerging Technologies in Ethnomathematics Vol. 1 No. 1 (2025): Journal of Emerging Technologies in Ethnomathematics
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jetie.v1i1.41236

Abstract

This research explores the integration of ethnomathematics and virtual reality (VR) to digitize Indonesian museums, enhancing educational accessibility and cultural preservation. The study aims to investigate how VR technology can visualize and communicate mathematical knowledge embedded in Indonesian cultural artifacts, particularly within traditional crafts, architecture, and measurement systems. Employing a qualitative approach with a design-based research (DBR) methodology, data were gathered through observation, interviews, and artifact analysis in several Indonesian museums. VR-based ethnomathematics models were developed, tested, and revised iteratively. Findings show that VR facilitates immersive experiences and improves student engagement in learning mathematics through cultural context. This approach contributes to mathematics education by integrating technology and local culture within the framework of ethnomathematics. Integrating ethnomathematics and virtual reality (VR) in museum digitalization has significant implications for mathematics education research. VR-based applications in ethnomathematics offer inclusive opportunities for students in remote or underserved areas to experience museum-based learning. This addresses educational equity and access, especially for regions where physical museum visits are not feasible.
Adventures of Geometry: An Ethnomathematics-Based Virtual Reality Learning Media in the Context of Benteng Pendem for Geometry Transformations Siti Muslikhatul Tsaniyah; Ratu Mauladaniyati; Tia Ekawahyu Agustin
Journal of Emerging Technologies in Ethnomathematics Vol. 2 No. 1 (2026): Journal of Emerging Technologies in Ethnomathematics
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jetie.v2i1.53081

Abstract

This study aimed to develop Adventures of Geometry, an ethnomathematics-based Virtual Reality (VR) learning medium that integrates the architectural heritage of Benteng Pendem into the learning of geometry transformations. The study employed a Research and Development (R&D) approach using the ADDIE instructional design model, consisting of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through expert validation sheets, student response questionnaires, classroom observations, and analysis of students' learning activities. The developed media achieved an average expert validation score of 89%, indicating a very valid category, and a practicality score of 88%, indicating a very practical category for classroom implementation. Analysis of students' learning activities showed that the immersive VR environment effectively facilitated students' understanding of translation and reflection, although additional instructional support remained necessary for rotation and dilation. The integration of immersive Virtual Reality with ethnomathematics through the cultural context of Benteng Pendem provides a meaningful learning environment that promotes conceptual understanding, spatial reasoning, and cultural awareness simultaneously. This study contributes to mathematics education by providing a systematically developed instructional framework for integrating Virtual Reality and ethnomathematics into culturally responsive geometry learning and offers an innovative alternative for teaching abstract geometry transformation concepts.