DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT

Artigo2026

Arvangga Oktadian Krisbiyantoro; Puji Lestari

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Resumo

Mathematics learning in Indonesian elementary schools faces persistent challenges, particularly in geometry, where students struggle to recognize plane figure properties and apply concepts to real-life contexts. These difficulties stem from teacher-centered instruction and static media that offer limited interactivity and contextual relevance, leading to low motivation and weak conceptual understanding. Augmented Reality (AR) can address this through interactive visualization of geometric objects, while Problem Based Learning (PBL) provides a collaborative, authentic problem-solving framework. Integrating both with ethnomathematics which links mathematics to local culture can enhance engagement and meaningfulness. This study aims to design a conceptual prototype of AR-based mathematics learning media integrated with PBL in an ethnomathematics context for Grade V plane geometry (squares, rectangles, triangles, and circles). A qualitative descriptive method was employed through needs, curriculum, and concept analyses based on literature and Merdeka Curriculum documents. Findings reveal that existing media lack integration of interactive technology, contextual problem-solving, and cultural relevance. Consequently, a conceptual prototype named ETMAR (Ethnomathematics Augmented Reality) was designed as a web-based platform accessible on laptops and mobile devices. It features interactive 3D model visualization on laptops and AR visualization on mobile devices, contextualizing Semarang's historical landmarks Lawang Sewu, Tugu Muda, and Gereja Blenduk as ethnomathematics contexts within PBL-based problem scenarios for plane geometry. This prototype provides a theoretically grounded foundation for future development, expert validation, and classroom implementation.

Dados da obra

Tipo
Artigo
Periódico
Joyful Learning Journal, v. 14, n. 4
Editora
Universitas Negeri Semarang
Ano
2026
Idioma
en
Palavras-chave
Augmented Reality; Problem Based Learning; Ethnomathematics; Elementary Mathematics; Geometry; Conceptual Prototype
Temas
Currículo, Etnomatemática, Geometria, Resolução de Problemas
DOI
10.15294/jlj.v14i4.58471
ISSN
2252-6366, 2775-295X
Acesso
Acesso aberto
Fontes
DOAJ — Directory of Open Access Journals
Na Biblioteca desde
01/11/2026 · verificada em 01/11/2026

Como citar

ABNT
KRISBIYANTORO, Arvangga Oktadian; LESTARI, Puji. DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT. Joyful Learning Journal, v. 14, n. 4, 2026. DOI: https://doi.org/10.15294/jlj.v14i4.58471.

APA

Krisbiyantoro, A. O., & Lestari, P. (2026). DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT. Joyful Learning Journal, 14(4). https://doi.org/10.15294/jlj.v14i4.58471

BibTeX
@article{krisbiyantoro2026,
  author = {Krisbiyantoro, Arvangga Oktadian and Lestari, Puji},
  title = {DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT},
  year = {2026},
  journal = {Joyful Learning Journal},
  volume = {14},
  number = {4},
  publisher = {Universitas Negeri Semarang},
  doi = {10.15294/jlj.v14i4.58471},
  language = {en}
}
RIS
TY  - JOUR
AU  - Krisbiyantoro, Arvangga Oktadian
AU  - Lestari, Puji
TI  - DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT
PY  - 2026
JO  - Joyful Learning Journal
VL  - 14
IS  - 4
DO  - 10.15294/jlj.v14i4.58471
LA  - en
ER  - 

Referência gerada automaticamente a partir dos metadados das fontes; confira com o documento original. Baixar BibTeX · Baixar RIS

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