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

Joyful Learning Journal · Vol. 14 No. 4 (2026) · hlm. 423–435

DOI
10.15294/jlj.v14i4.58471
ISSN
2775-295X, 2252-6366
Terbit
2026-07-09
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

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.

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  • Universitas Pembangunan Nasional Veteran Yogyakarta
  • Jenderal Soedirman University
  • Universitas Amikom Yogyakarta
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  • Organisasi berbeda
  • Organisasi sama
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Rekan penulisOrganisasiArtikel bersama
Erisandi ArditamaAfiliasi tidak diketahui4
Nur PrihatiningsihAfiliasi tidak diketahui3
Yuyun FitrianaAfiliasi tidak diketahui3
I Gede SwibawaAfiliasi tidak diketahui3
Radix SuharjoAfiliasi tidak diketahui3
M Fikri AmrullahAfiliasi tidak diketahui3
Eko Teguh ParipurnoUniversitas Pembangunan Nasional Veteran Yogyakarta2
Yozi Aulia RahmanAfiliasi tidak diketahui2
Ahmad Syahrul FauziAfiliasi tidak diketahui2
Moh Aris MunandarAfiliasi tidak diketahui2
Tri Marhaeni Pudji AstutiAfiliasi tidak diketahui2
Pradipta KurniasantiAfiliasi tidak diketahui2
Martien Herna SusantiAfiliasi tidak diketahui2
Sunarto SunartoAfiliasi tidak diketahui2
Eko HandoyoAfiliasi tidak diketahui2
Rerenstradika Tizar TerryanaAfiliasi tidak diketahui2
Kristianto NugrohoAfiliasi tidak diketahui2
HEE JONG KOHAfiliasi tidak diketahui2
Dwinita Wikan UtamiAfiliasi tidak diketahui2
Araz MeilinAfiliasi tidak diketahui2
Yulia PujiastutiAfiliasi tidak diketahui2
Jauharlina JauharlinaAfiliasi tidak diketahui2
Tri AtmowidiAfiliasi tidak diketahui2
RIKA RAFFIUDINAfiliasi tidak diketahui2
Windra PriawandiputraAfiliasi tidak diketahui2
Mahardika Gama PradanaAfiliasi tidak diketahui2
Jasmi JasmiAfiliasi tidak diketahui2
Heru Adi DjatmikoAfiliasi tidak diketahui2
Devi Wening AstariUniversitas Amikom Yogyakarta1
Aqmarina Laili AsyrafiUniversitas Pembangunan Nasional Veteran Yogyakarta1
Hikmat SurbaktiAfiliasi tidak diketahui1
Sri Isworo EdiningsihUniversitas Pembangunan Nasional Veteran Yogyakarta1
Lita Yulita FitriyaniUniversitas Pembangunan Nasional Veteran Yogyakarta1
Priyahita Garmadyuti SuryawijayaUniversitas Pembangunan Nasional Veteran Yogyakarta1
Vanissa Zera ArdiyantiUniversitas Pembangunan Nasional Veteran Yogyakarta1
Ari AsnaniJenderal Soedirman University1
Hartiwi DiastutiJenderal Soedirman University1
Lindha Riana WatiAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/jlj/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">DESIGNING A PROTOTYPE OF MATHEMATICS LEARNING MEDIA BASED ON AUGMENTED REALITY INTEGRATED WITH PROBLEM BASED LEARNING IN AN ETHNOMATHEMATICS CONTEXT</dc:title>
	<dc:creator xml:lang="en">Krisbiyantoro, Arvangga Oktadian</dc:creator>
	<dc:creator xml:lang="en">Lestari, Puji</dc:creator>
	<dc:subject xml:lang="en">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en">Problem Based Learning</dc:subject>
	<dc:subject xml:lang="en">Ethnomathematics</dc:subject>
	<dc:subject xml:lang="en">Elementary Mathematics</dc:subject>
	<dc:subject xml:lang="en">Geometry</dc:subject>
	<dc:subject xml:lang="en">Conceptual Prototype</dc:subject>
	<dc:description xml:lang="en">
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.
</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-07-09</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/jlj/article/view/58471</dc:identifier>
	<dc:identifier>10.15294/jlj.v14i4.58471</dc:identifier>
	<dc:source xml:lang="en">Joyful Learning Journal; Vol. 14 No. 4 (2025): Joyful Learning Journal: Desember 2025; 423-435</dc:source>
	<dc:source>2775-295X</dc:source>
	<dc:source>2252-6366</dc:source>
	<dc:source>10.15294/jlj.v14i4</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/jlj/article/view/58471/10649</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Joyful Learning Journal</dc:rights>
</oai_dc:dc>