Jurnal
Development of Digital Puzzle Based on Indonesian Traditional Houses as Virtual Manipulative Learning Media for Plane Geometry
Unnes Journal of Mathematics Education · Vol. 14 No. 2 (2025) · hlm. 167–178
ISSN 2460-5840, 2252-6927
Terbit 2025-08-31
Penerbit Universitas Negeri Semarang
Bahasa eng
Abstrak
The gap between the theory of plane geometry and real-life contexts occurs because the media often used only teach procedurally, resulting in weak conceptual understanding among students. Based on this, this research aims to develop a digital puzzle based on traditional houses that is suitable and practical for use as a virtual manipulative medium to bridge contextual understanding toward conceptual understanding. This research used a Research and Development (R&D) design and the 4-D model (define, design, develop, and disseminate) with interview guidelines and feasibility and practicality questionnaires as instruments, which were administered to 25 fourth-grade elementary school students. The results of validation by content and media experts indicate a very feasible category with feasibility percentages of 88% and 97.5%. This media is considered very practical to use, with a practicality percentage of 81.7%. These findings show that Digital Puzzle Media based on Traditional Houses is well-suited for teaching plane geometry in elementary school.
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Yogyakarta State University State University of Semarang
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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/ujme/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">Development of Digital Puzzle Based on Indonesian Traditional Houses as Virtual Manipulative Learning Media for Plane Geometry</dc:title>
<dc:creator xml:lang="en">Rachman, Kufita</dc:creator>
<dc:creator xml:lang="en">Mas’ud, Azza Ilvana </dc:creator>
<dc:creator xml:lang="en">Vesya, Siti Raihani</dc:creator>
<dc:creator xml:lang="en">Arbiyanti, Ade Putri</dc:creator>
<dc:creator xml:lang="en">Rasyid, Ilham</dc:creator>
<dc:subject xml:lang="en">Digital Puzzle</dc:subject>
<dc:subject xml:lang="en">Elementary School</dc:subject>
<dc:subject xml:lang="en">Mathematics</dc:subject>
<dc:subject xml:lang="en">Plane Geometry</dc:subject>
<dc:subject xml:lang="en">Virtual Manipulation Media</dc:subject>
<dc:description xml:lang="en">The gap between the theory of plane geometry and real-life contexts occurs because the media often used only teach procedurally, resulting in weak conceptual understanding among students. Based on this, this research aims to develop a digital puzzle based on traditional houses that is suitable and practical for use as a virtual manipulative medium to bridge contextual understanding toward conceptual understanding. This research used a Research and Development (R&amp;D) design and the 4-D model (define, design, develop, and disseminate) with interview guidelines and feasibility and practicality questionnaires as instruments, which were administered to 25 fourth-grade elementary school students. The results of validation by content and media experts indicate a very feasible category with feasibility percentages of 88% and 97.5%. This media is considered very practical to use, with a practicality percentage of 81.7%. These findings show that Digital Puzzle Media based on Traditional Houses is well-suited for teaching plane geometry in elementary school.</dc:description>
<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
<dc:date>2025-08-31</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/ujme/article/view/29951</dc:identifier>
<dc:identifier>10.15294/ujme.v14i2.29951</dc:identifier>
<dc:source xml:lang="en">Unnes Journal of Mathematics Education; Vol. 14 No. 2 (2025): Reguler Issue; 167-178</dc:source>
<dc:source>2460-5840</dc:source>
<dc:source>2252-6927</dc:source>
<dc:source>10.15294/ujme.v14i2</dc:source>
<dc:language>eng</dc:language>
<dc:relation>https://journal.unnes.ac.id/journals/ujme/article/view/29951/6132</dc:relation>
<dc:rights xml:lang="en">Copyright (c) 2025 Unnes Journal of Mathematics Education</dc:rights>
</oai_dc:dc>
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APA 7
Rachman, K., Mas’ud, A. I., Vesya, S. R., Arbiyanti, A. P., & Rasyid, I. (2025). Development of Digital Puzzle Based on Indonesian Traditional Houses as Virtual Manipulative Learning Media for Plane Geometry. Unnes Journal of Mathematics Education, 14(2), 167–178. https://doi.org/10.15294/ujme.v14i2.29951
Salin
IEEE
K. Rachman, A. I. Mas’ud, S. R. Vesya, A. P. Arbiyanti, and I. Rasyid, “Development of Digital Puzzle Based on Indonesian Traditional Houses as Virtual Manipulative Learning Media for Plane Geometry,” Unnes Journal of Mathematics Education, vol. 14, no. 2, pp. 167–178, 2025, doi: 10.15294/ujme.v14i2.29951.
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