Tujuan dari penelitian ini adalah untuk mengeksplorasi terkait hubungan antara matematika dengan budaya, khususnya dalam kebudayaan masyarakat Jawa yang ada di Yogyakarta. Penelitian ini menggunakan pendekatan etnografi yang merupakan sebuah pendekatan teoritis dan empiris untuk mendapatkan deskripsi dan analisis mendalam tentang sebuah budaya berdasarkan catatan lapangan yang telah diperoleh dari hasil pengumpulan data. Fokus dalam penelitian ini yaitu eksplorasi etnomatematika dalam permainan tradisional masyarakat Jawa, seperti permainan tradisional Kubuk, Kubuk Manuk, Dhukter, Macanan, dan Jeg-Jegan. Hasil penelitian ini menunjukkan bahwa permainan tradisional dalam kebudayaan masyarakat Jawa memiliki berbagai konsep matematika, seperti operasi bilangan, bangun datar, kesebangunan, kekongruenan, perbandingan bilangan, dan relasi. Selain itu, permainan tradisional tersebut juga mengandung nilai-nilai budaya, yang mulai ditinggalkan oleh sebagian masyarakat. Kata kunci: etnomatematika, permainan tradisional, budaya Jawa, etnografi. ABSTRACT The study aims to explore the correlation between mathematics and Javanese culture, especially in Yogyakarta. This research uses etnography approach, that is empirical and theoritical approach to get the description and deep analysis about a culture based on the field note which has been obtained from the data collection. The focus of this research is study etnomathematics in Javanese traditional games namely Kubuk, Kubuk Manuk, Dhukter, Macanan, and Jeg-Jegan. The result shows that Javanese traditional games have the concepts of mathematics, such as number operations, plane, congruence, proportion number, and relation. In addition, the traditional games also contain cultural values, which began to be left by some people. Keywords: ethnomathematics, traditional games, Javanese culture, ethnography
In recent years, several researchers have tried to use stories and games as a starting point for learning mathematics. This is allegedly able to increase students' mathematical abilities and make learning mathematics more enjoyable. Therefore, this research is aimed to design a mathematics learning trajectory in pattern number using Barathayudha War Stories and Uno Stacko games as a starting point or context in the learning process with the Indonesian Realistic Mathematics Education (IRME) approach. The research method used is a design research that contains three stages, preliminary design, teaching experiment, and retrospective analysis. The result of this research is the learning trajectory design of number pattern learning using Barathayudha war stories and Uno Stacko. The design consists of four activities, which is a detective of Barathayudha war; rebuilt Abimayu fortress at the battlefield of Kurusetra; find the unique secret number code of Abimayu fortress; and built another fort using number pattern. The results showed Barathayudha war stories and Uno Stacko can stimulate students to understand their knowledge of pattern number concept which is the stages in the learning trajectory of student have an essential role in understanding the concept.
Indonesia has many cultures that can be used as a starting point in learning mathematics. Yet, many teachers still use conventional methods to provide explicit mathematical content without connecting with students' culture and daily activities. One of the learning approaches that can solve these problems is Realistic Mathematics Education (RME). This approach uses context as one of its characteristics containing students' culture and their daily activities. On the other hand, Wayang (Indonesian shadow puppets) and Mahabharata stories have the characteristics that can be a context in the learning of set. This research aims to design the Hypothetical Learning Trajectory (HLT) of the set using the RME approach through Wayang and Mahabharata stories, which are familiar with students' culture in Yogyakarta. This HLT will then be tested on students in further research until it becomes the Local Instructional Theory (LIT) on set. Students can study about set by grouping Wayang in Mahabharata stories based on their characters. The research result is the HLT of set through the context of wayang and Mahabharata stories containing learning goals, learning activities, and the conjecture of every activity. This HLT can be a promising solution to overcome students' difficulties in understanding the concept of sets and values in the cultural context to improve the students' character.
Penelitian ini bertujuan untuk mendesain lintasan belajar rotasi menggunakan motif batik Kawung sebagai starting point atau konteks pembelajaran. Metode yang digunakan dalam penelitian ini yaitu design research dengan tahapan preliminary design, design experiment dan analysis restrospective. Subjek dalam penelitian ini yaitu beberapa sampel siswa kelas VII SMP. Hasil dari penelitian ini berupa desain hypothetical learning trajectory dalam pembelajaran rotasi menggunakan motif batik Kawung dengan lintasan belajar yaitu siswa menggambar motif batik Kawung secara bebas, siswa menggambar motif batik Kawung dengan ketentuan yang telah disepakati, siswa mendata titik awal dan titik akhir hasil rotasi dalam aktivitas menggambar motif batik Kawung serta menemukan hubungan keduanya dan yang terakhir, siswa menemukan rumus rotasi.Kata Kunci: hypothetical learning trajectory, design research, rotasi, batik Kawung
In implementing Ethnomathematics-Realistic Mathematics Education (Ethno-RME), teaching mathematics correctly is needed through learning practices in teaching and learning activities. This pedagogical activity requires guidance in the form of a curriculum. So, the teacher can determine the ethnomathematics context as a starting point in teaching mathematics using Ethno-RME. Therefore, this paper focuses on constructing an Ethno-RME curriculum to guide teachers to apply Ethno-RME in their learning process. This research was collected data from a few relevant kinds of literature to build the Ethno-RME curriculum, such as literature about the D’Ambrosio trivium curriculum, the principles, and character of RME, and literature about the implementation of RME and Ethnomathematics in school. Then, the data were reviewed, criticized, and synthesized, which was done by integrating the ideas in the literature with the new ideas to form the new concept and formula for Ethno-RME curriculum. This study comprehensively explains the goal of Ethno-RME learning, Ethno-RME competencies, and the procedure of Ethno-RME learning. Its process consists of several steps: determining, exploring, processing, and finding mathematics in the ethnomathematics context. Furthermore, this procedure continues with conducting self-development models and critical reflection as an assessment.
The current world conditions have led to the life of the 21st century with all the very rapid changes in civilization and the challenges that future generations must face. So it is necessary to prepare students to have creative skills to adapt and face challenges in the 21st-century era. In the implementation of the 21st curriculum in Indonesia, it needs to be adapted to Indonesia's existing context. In alternative mathematics learning, an approach that can be used is Indonesian Realistic Mathematics Education ( PMRI) with the context of Ethnomathematics. This study aims to develop ethnomathematics-based multimedia to support the development of PMRI-based learning using the ethnomathematics context. The method used in this research is design research with the type of development studies. The data collection technique was done by interviewing, distributing questionnaires, and studying literature. The data were then analyzed using a qualitative descriptive analysis. The results of this study are a student book product and the results of the analysis of student responses to these products. This research is expected to become a foundation in developing mathematics learning designs using ethnomathematics contexts to improve student critical abilities.   Â
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