Developing ethnomathematics-based digital quizzes with gamification on the blooket platform
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Resumo
This study describes the development of an ethnomathematics-based digital quiz combined with a cultural context that was developed by applying the 4D methods of instruction (Define, Design, Develop, Disseminate). Focusing on the concept of number patterns, the quiz integrates local cultural elements from 3T regions such as weaving motifs, ceremonial structures, and traditional rituals to enhance relevance and engagement. The quiz items were designed to suit the Blooket platform, emphasizing short narratives, age-appropriate cognitive levels, and engaging gamification features that promote active learning. Validation results confirmed that the quiz items were content-valid, instructionally effective, and practical for classroom use. Limited trials demonstrated that the media significantly increased student motivation and engagement, particularly when mathematical concepts were presented through culturally familiar formats. Feedback from teachers and students indicated that the quiz holds promise as an inclusive and adaptive formative assessment tool, responsive to the realities of education in remote areas. The study recommends expanding the media to include a broader range of mathematical topics and cultural representations from across Indonesia. Integration with complementary learning resources such as thematic modules or game-based activity sheets, may further enhance its function as both an evaluation tool and a medium for independent, enjoyable learning. To ensure successful implementation, targeted teacher training in gamification strategies is essential, especially in schools with limited digital access.
Dados da obra
- Tipo
- Artigo
- Periódico
- Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika, v. 11, n. 2, p. 292-306
- Editora
- Universitas Nusantara PGRI Kediri
- Ano
- 2025 (2025-11-30)
- Idioma
- en
- Palavras-chave
- ethnomathematics; gamification; blooket; digital quiz; 3t education; online quizzes; number patterns; 3T regions; weaving motifs; traditional rituals; local cultural context; formative assessment; student motivation; teacher professional development; distance education
- Temas
- Avaliação, Etnomatemática, Formação de Professores de Matemática, Tecnologias Digitais
- DOI
- 10.29407/jmen.v11i2.27280
- ISSN
- 2580-9210, 2459-9735
- Licença
- https://creativecommons.org/licenses/by/4.0
- Acesso
- Acesso aberto
- Fontes
- Crossref; DOAJ — Directory of Open Access Journals; OpenAlex
- Na Biblioteca desde
- 01/10/2026 · verificada em 03/10/2026
Como citar
ABNT
KURNIATI, Ratnah et al.. Developing ethnomathematics-based digital quizzes with gamification on the blooket platform. Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika, v. 11, n. 2, p. 292-306, 2025. DOI: https://doi.org/10.29407/jmen.v11i2.27280.
APA
Kurniati, R., Inuhan, M., Lekitoo, J. N., Madubun, F. M., Bonara, A. F., Reiwuty, J. J., & Sawo, N. (2025). Developing ethnomathematics-based digital quizzes with gamification on the blooket platform. Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika, 11(2), 292-306. https://doi.org/10.29407/jmen.v11i2.27280
BibTeX
@article{kurniati2025,
author = {Kurniati, Ratnah and Inuhan, Michael and Lekitoo, John Nandito and Madubun, Fenty Madelin and Bonara, Arche Febry and Reiwuty, Jafrandi Jonsen and Sawo, Novania},
title = {Developing ethnomathematics-based digital quizzes with gamification on the blooket platform},
year = {2025},
journal = {Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika},
volume = {11},
number = {2},
pages = {292-306},
publisher = {Universitas Nusantara PGRI Kediri},
doi = {10.29407/jmen.v11i2.27280},
language = {en}
}RIS
TY - JOUR AU - Kurniati, Ratnah AU - Inuhan, Michael AU - Lekitoo, John Nandito AU - Madubun, Fenty Madelin AU - Bonara, Arche Febry AU - Reiwuty, Jafrandi Jonsen AU - Sawo, Novania TI - Developing ethnomathematics-based digital quizzes with gamification on the blooket platform PY - 2025 JO - Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika VL - 11 IS - 2 SP - 292 EP - 306 DO - 10.29407/jmen.v11i2.27280 LA - en ER -
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