Journal
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) · pp. 167–178
ISSN 2460-5840, 2252-6927
Published 2025-08-31
Publisher Universitas Negeri Semarang
Language eng
Abstract
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.
Collaboration network of the authors
7 authors ·
13 co-authorship links
Hover or tap a name to highlight its co-authors. Double-click to open the author's page.
Different organisations
Same organisation
Affiliation unknown
Thicker line = more joint articles · bigger circle = more articles
Show as table
Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.
Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/ujme/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
<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>
Citations and indexing
OpenAlex
Not checked
Crossref
Indexed
via DOI
1 citation
Counts as reported by each index on 9 Nov 2026; indexes count citations differently.
Cite this article
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
Copy
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.
Copy
Generated from the journal's metadata; check author names before use.