doi: 10.18178/ijiet.2023.13.4.1860
Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry
- 1Yogyakarta State University, Indonesia
- 2Department of Mathematics Education, Alma Ata University, Indonesia
- 3Department of Informatics System, Alma Ata University, Indonesia
- 4Yogyakarta State University (UNY), the Faculty of Mathematics and Natural Sciences, the Department of Mathematics Education, Indonesia
- 5Yogyakarta State University (UNY), the Department of Electronic and Informatics Engineering Education, Indonesia
- Manuscript receivedOctober 21, 2022
- revisedDecember 1, 2022
- acceptedDecember 16, 2022
Abstract
Based on previous research, an Android-based AR learning media with an ethnomathematical context has been developed. The media was specially developed for vocational students and prospective mathematics teachers in teaching and learning geometry. However, there has been no research on the development of android-based AR learning media using the ethnomathematical context of Yogyakarta, Indonesia, especially for junior high school students. This research is expected to make a new contribution in the field of AR-based learning technology with ethnomathematics for junior high school students. This is development research carried out using the ADDIE model which consists of five categories: analysis, design, development, implementation, and evaluation. The research was conducted in one of the Islamic junior high schools in Yogyakarta. There were 4 expert validators, 4 mathematics teachers, and 18 students involved in this study. The results of the validity test showed that the multimedia developed was regarded as very valid with a material expert score of 0.83 and a media expert score of 0.80. The results of the practicality test revealed that the multimedia was in the practical category with a practicality percentage of 89% based on teacher assessment and 84% based on student assessment. The data analysis which was carried out using one sample t-test obtained a value of t = 9.92 which was higher than the value of t-table = 1.74. Thus, it can be concluded that the multimedia developed in this current research is effective in improving students’ creative thinking skills.
Keywords
- Augmented-reality
- Android
- multimedia
- ethnomathematics
- creative
How to Cite
Rino Richardo, Ariyadi Wijaya, Tri Rochmadi, Ahmad Anis Abdullah, Nurkhamid, Astri Widi Astuti, and Khasanah Nur Hidayah, "Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry," International Journal of Information and Education Technology, vol. 13, no. 4, pp. 731-737, 2023. https://doi.org/10.18178/ijiet.2023.13.4.1860
Copyright & License
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).