ETHNOMATHEMATICS APPROACH IN THE DESIGN OF AUGMENTED REALITY-BASED MOBILE LEARNING OF TWO-DIMENSIONAL AND THREE-DIMENSIONAL SHAPE MATERIALS AT THE ELEMENTARY SCHOOL LEVEL
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Keywords

Application Design
Mobile Learning
Augmented Reality
Learning Media
Learning Media, Two-Dimensional and Three-Dimensional Shapes
Ethnomathematics Approaches

Abstract

Teachers need instructional media to make students' understanding concrete to support mathematics learning on the elementary school's two-dimensional and three-dimensional shapes materials. Based on this, designing a mobile learning application based on augmented reality is necessary. The steps in making mobile learning applications are adapted from the Borg & Gall (2003) development model, which consists of ten stages. The ten stages are summarized into three parts, namely design, development, and evaluation. This research focuses on the first stage, namely design. This research method is research and development (R&D). The planning section consists of two stages, namely (1) data collection in the form of needs analysis and (2) planning. Data collection was carried out based on the results of a needs analysis by the teacher through distributing questionnaires and analyzing the needs of experts based on interviews and literature studies. The results of this study obtained an application design in the form of appropriate content and features in developing mobile learning based on augmented reality material on the two-dimensional and three-dimensional shapes in mathematics learning with an ethnomathematics approach. One of the cultural products raised in this application is the Lengkong Traditional House from West Java, so through this application, culture can be known while learning about two-dimensional and three-dimensional shapes.

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