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Design of Android Based Mathematics Learning Media with Traditional Games Ethnomatematics Approach a) Program Studi Teknik Informatika, Universitas Indraprasta PGRI Abstract This study aims to create an application for learning mathematics by using the ethnomathematics of traditional Sundanese games as an integration of mathematics and culture. Reveal in depth how traditional games can be used as material to develop learning with an ethnomathematical approach. The method used in this research is RnD (Research and Development) with a Borg and Gall model approach. The stages of this research are divided into several stages, namely: a) Potential Problems, b) Gathering Information, c) Product Design, d) Design Testing, e) Design Improvement, f) Product Trial, g) Product Revision, h) Trial Use of , i) Mass Production of Products. The potential problem from this research is that online learning is still being carried out until now, so there is a need for innovation in making learning media so that students can better understand learning materials based on their experiences. Collecting supporting data information in the form of data on traditional games in West Java, selecting and identifying which ones contain ethnomathematical elements and what materials are suitable for the game. Conducting observations and interviews as well as ethnographic studies to teachers, students, parents, cultural observers and experts. The product design is in the form of an application screen display, this research stage is only in designing the application to be made, so the results of the research in the discussion of this article are in the form of application design and design. Keywords: Ethnomathematics- Traditional Games- Sundanese Culture- Mathematics Learning Media Topic: Mathematics Education |
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