Hilma Alia
Universitas Negeri Surabaya

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Systematic Review of Technology-Based Media in Enhancing Joyful and Meaningful Mathematics Learning through Ethnomathematics Contexts Ratu Mauladaniyati; Heri Purnomo; Hilma Alia
Journal of Emerging Technologies in Ethnomathematics Vol. 1 No. 2 (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.v1i2.45918

Abstract

Mathematics is often perceived as abstract and difficult, reducing students’ motivation and engagement. To address these challenges, learning approaches that are joyful and meaningful are increasingly emphasized. Ethnomathematics provides cultural contexts that make mathematics relevant, while technology-based media enhance interactivity and engagement. Yet, research combining these two approaches remains fragmented. This study conducted a systematic review using the PRISMA 2020 protocol, synthesizing 38 peer-reviewed articles published between 2019 and 2024 from Scopus, Web of Science, ERIC, and Google Scholar. The review identified two main themes. First, the integration of ethnomathematics and technology-based media, including digital modules, gamification, mobile apps, and augmented reality, which embed cultural practices such as weaving, batik, and traditional games into mathematics learning. Second, the impact on joyful and meaningful learning, with consistent findings of improved motivation, engagement, problem-solving, and higher-order thinking, as well as strengthened cultural identity. The findings suggest that technology-enhanced ethnomathematics not only improves cognitive outcomes but also fosters affective and cultural dimensions of learning. This approach provides a promising pathway toward culturally responsive and engaging mathematics education. Future research should explore diverse educational levels, employ longitudinal designs, and examine emerging technologies such as AI and metaverse applications in ethnomathematics-based learning.
Smart Ethnomath Game: An Ethnomathematics-Based Digital Game for Improving Numeracy in Geometry Lisnani Lisnani; Toh Tin Lam; Hilma Alia; Suci Mutiya Ningrum
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.v2i1.52966

Abstract

The background of this research is based on the low numeracy skills of students and the lack of contextual, interesting, and integrating local culture learning media in mathematics learning. The research aims to develop smart ethnomath games which is an interactive learning media based on ethnomathematics on geometry materials to improve numeracy of the students.  This research uses the Research and Development (R&D) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects of the study were fifth grade students in junior high school students consisting of 60 students. The instruments used included expert validation sheets, student response questionnaires, and numeracy tests. The results of the study show that the smart ethnomath game developed meets the valid criteria with an excellent category based on the assessment of material and media experts. In addition, this media is declared practical to be used based on the positive response of students. The effectiveness test showed that the use of Smart Ethnomath Game was able to significantly improve students' numeracy, especially in understanding geometric concepts contextually. Smart Ethnomath Game can be an innovative alternative in mathematics learning that effectively integrates local technology and culture.
Integrated Non-Digital Media Innovation ‘Space Capsule’ to Train Spatial Visualization Skills in Solid Geometry for Students Hilma Alia; Lisnani Lisnani; Hesti Widyawati; Justin Walker; Riza Haikal Azhar
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3551

Abstract

Tujuan penelitian ini menghasilkan media pembelajaran non-digital terintegrasi bernama "Kapsul Ruang" untuk melatih kemampuan visualisasi spasial materi bangun ruang siswa SMP. Studi ini dirancang menggunakan pendekatan model 4D, yang mencakup fase Define, Design, Develop, dan Disseminate yang melibatkan validator ahli materi dan media, serta siswa SMP sebagai subjek uji coba melalui tahapan one-to-one, small group, dan field test. Informasi dikumpulkan serta dievaluasi berdasarkan standar validitas, kegunaan praktis, dan dampak efektif dari bahan ajar non-digital yang sedang dalam proses pembuatan. Media non digital terbukti memiliki tingkat kevalidan 85% dengan kategori sangat valid, kepraktisan tinggi dengan persentase 89,3%, dan efektif meningkatkan pemahaman konsep geometri tiga dimensi, terutama bagi sekolah dengan keterbatasan akses teknologi digital. Media non digital ini berimplikasi bagi pembelajaran matematika sebagai sepaket media pembelajaran dengan integrasi pendekatan visual, manipulatif, dan game-based learning sehingga yang memberikan alternatif solusi praktis yang responsif. The purpose of this study is to produce an integrated non-digital learning media called "Space Capsule" to train the spatial visualization ability of junior high school students' spatial geometry material. The study was crafted using the 4D development framework, which includes the stages of Define, Design, Develop, and Disseminate used by involving expert validators of material and media, as well as junior high school students as trial subjects through one-to-one, small group, and field test stages. Information was gathered and evaluated based on the standards of validity, practicality, and effectiveness for the non-digital media currently in development. Non-digital media is proven to have a validity level of 85% with a very valid category, high practicality with a percentage of 89.3%, and is effective in increasing the understanding of three-dimensional geometry concepts, especially for schools with limited access to digital technology. This non-digital media has implications for mathematics learning as a package of learning media with an integration of visual, manipulative, and game-based learning approaches, thus providing alternative responsive practical solutions.
Dunia Geometri 3D: Developing an AR-Integrated Website to Enhance Students' Conceptual Understanding of Spatial Geometry Mazia Azizah; Lisnani Lisnani; Hilma Alia; Muhammed Rizwan; Ana Renanda
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3552

Abstract

Penelitian ini mengembangkan media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek penelitian siswa SMP kelas VII yang berjumlah 34 orang. Instrumen penelitian mencakup angket dan tes. Teknik analisa data berdasarkan analisis kevalidan, kepraktisan, dan keefektifan media yang dikembangkan. Website "Dunia Geometri 3D" mengintegrasikan visualisasi 3D, video pembelajaran, pameran virtual AR Step, quiz interaktif Google Form, dan game edukatif Wordwall. Hasil penelitian ini yaitu media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang yang valid, praktis, dan efektif. Analisis peningkatan pemahaman konsep menggunakan uji N-Gain menunjukkan skor 0,45 dengan kategori sedang, mengindikasikan bahwa media pembelajaran ini efektif meningkatkan pemahaman konsep geometri ruang siswa secara signifikan. Media pembelajaran ini berkontribusi terhadap transformasi pembelajaran geometri di era digital dengan memfasilitasi literasi digital dan pembelajaran mandiri abad 21. This study developed a website-based learning media integrated with interactive multimedia for spatial geometry material using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with 34 seventh-grade junior high school students as research subjects. The research instruments included questionnaires and tests. Data analysis techniques were based on the analysis of the validity, practicality, and effectiveness of the developed media. The "Dunia Geometry 3D" website integrates 3D visualization, learning videos, AR Step virtual exhibitions, interactive Google Form quizzes, and Wordwall educational games. The results of this study are website-based learning media integrated with interactive multimedia for spatial geometry material that is valid, practical, and effective. Analysis of the increase in conceptual understanding using the N-Gain test showed a score of 0.45 in the moderate category, indicating that this learning media is effective in significantly improving students' understanding of spatial geometry concepts. This learning media contributes to the transformation of geometry learning in the digital era by facilitating digital literacy and independent learning in the 21st century.