Articles

The Development of Ethnomathematics-Based Learning Devices of Sulur Godong Batik Using Digital Manipulatives on Geometry Transformation to Improve Students Creative Thinking Abilities

The research conducted aims to create learning devices that can be declared valid, practical, and effective, especially on the subject of Geometric Transformation. The development of this learning device is carried out with the aim of improving students’ creative thinking skills. This research is a type of research and development with the 4-D Thiagarajan development model. The stages of 4-D Thiagarajan include define, design, develop, and disseminate. Data collection is carried out using observation, test, and questionnaire techniques. The results of the Ethnomathematics-based development research using digital manipulatives are classified into valid, practical, and effective. The level of validity can be seen from the validity value of each teaching module of 3.78, LKPD of 3.87, and test of 3.92 which are included in the valid category. The practicality value is obtained from the results of observations of the implementation of learning devices and the results of observations of student activities of 92.25% and 93.08%, respectively. The effectiveness value is seen from the learning outcome data obtained 83.0% completed classically with the category of very creative and creative thinking and the student response questionnaire has a positive value of 88.2%. Suggestions for teachers are expected to use learning devices more often because they can train students’ creative thinking skills and can be used as a guideline in a more varied and innovative learning process. Not only that, other researchers can reach wider research subjects and different materials in the development of further learning devices.

Development of Mathematics Learning Tools Using Hopscotch Games to Enhance Students’ Creative Thinking in the Topic of Plane Figures’ Area

The creative thinking ability of students in mathematics remains very low in practice. Creative thinking skills can be enhanced through contextual mathematics learning by connecting mathematics to everyday life, and one of its examples is the use of hopscotch games. However, in reality, there are no existing learning tools that incorporate games to improve students’ creative thinking skills. This study is a developmental research aimed at designing mathematics learning tools with hopscotch games on the topic of the area of plane figures, aligned with the Merdeka Curriculum. The development model used is the 4D model. Data collection techniques include observation, tests, and questionnaires. Validity is determined through the validation results of teaching modules, student worksheets and test packages. Practicality is assessed from observations on the implementation of the learning tools, while effectiveness is measured by learning mastery, N-Gain category, student response questionnaires, and statistical tests. The research results indicate that the developed learning tools meet the criteria of being valid, practical, and effective. The validity coefficients for the teaching module, student worksheets and test packages are 3.38, 3.31, and 3.43. The observation results for the implementation of the learning tools achieved a score of 3.83, categorized as high. The classical mastery percentage reached 76.5%, with 100% of students in at least the medium N-Gain category. Students’ responses were positive, and there was a significant influence of the implementation of mathematics learning tools with hopscotch games on improving students’ creative thinking skills. Therefore, these learning tools are deemed feasible and effective for enhancing students’ creative thinking abilities through hopscotch games.

The Relationship between Ethnoscience and Creative Thinking Skills to Support 21st Century Learning for High School Student in West Sulawesi: Literature Review

21st century learning is student-centered learning that emphasizes improving creative thinking skills. This study was conducted with the aim of examining the relationship between ethnoscience and creative thinking skills in supporting the learning process in the 21st century for high school students in West Sulawesi. Based on a comprehensive literature review, this study identifies and analyzes the contribution of ethnoscience to the development of creative thinking skills that are important in the context of modern education. The results of the study obtained indicate that the integration of ethnoscience into the curriculum can improve students’ creative thinking skills by linking the relationship between local knowledge and modern science. This approach allows students to better understand scientific concepts through their own cultural context, which in turn increases their engagement with and understanding of the subject matter. This study suggests that educators and policymakers in West Sulawesi consider the application of ethnoscience in teaching strategies to create a more effective and meaningful learning environment.

The Framework of Ethnomathematics Learning Activities Based on Majapahit Culture with STEAM Approach: Utilizing Used Cardboard for Miniature Building Media Development in Enhancing the Students’ Creative Thinking Abilities

Creative thinking is one of the 21st-century skills that can be developed through learning mathematics. Mathematics learning involves the culture students already know to facilitate students’ understanding. Mojokerto City carries the slogan Spirit of Majapahit, giving the city’s layout a nuance. The concept of two-dimensional and three-dimensional shapes with a Majapahit nuance can be used as a source of ethnomathematics learning to enhance creative thinking skills. Teaching about two-dimensional shapes can be used as teaching material to improve creative thinking skills. Creative thinking skills are an individual’s ability to find new ways, strategies, ideas, or concepts about how to obtain a solution to a problem. Students’ thinking skills may need to be higher. One reason is that the teaching methods used so far have yet to highlight the concept of two-dimensional shapes related to ethnomathematics. Therefore, this study will apply an ethnomathematics-based learning activity framework based on the Majapahit culture with a STEAM approach by using cardboard to make miniature buildings to improve students’ creative thinking skills. The most suitable approach is STEAM since it integrates five disciplines to enhance further creative thinking skills in solving problems related to two-dimensional and spatial constructions.