Development of Virtual Reality Games with an Ethnomathematics Approach of Batam Culture for Elementary School Social Arithmetic Materials
DOI:
https://doi.org/10.36312/e-saintika.v9i2.2830Keywords:
Educational Game, Social Arithmetic, Virtual Reality, EthnomathematicsAbstract
This research develops a virtual reality-based game with an ethnomathematics approach to Batam City culture in the form of Luti Gendang food in learning social arithmetic material in mathematics learning at the elementary school level. This product's development is significant because students are now a digitally native generation and are more interested in learning through technological media than traditional media. Using the ADDIE model as a basis, this research will focus on the development stage, which includes 3 steps, namely (1) initial product design in the form of making storyboards, making learning videos with Adobe Premiere Pro, designing image designs for VR displays, and making learning videos; (2) initial product development focuses on making VR games and conducting validation tests by experts covering the feasibility of material, media, and language to determine the feasibility of the media being developed, and (3) refining the initial product by making revisions and improvements based on the results of the validation test. The development findings demonstrate that: (1) The initial product design incorporates five key menus—VR Simulation, Material, Video, Quiz, and Info; (2) The expert evaluations of the product’s feasibility across media, language, and content aspects yielded average scores of 85.2, 80.8, and 83.1, respectively, classifying the product’s overall feasibility as excellent; and (3) Subsequent refinements were implemented based on expert validation and user testing feedback, specifically targeting interactivity enhancements, improvements to VR visual elements, and adjustments to in-VR narrations and directional cues.
Downloads
References
Ayu, L. S., Supriadi, & Aristyawan, A. (2016). The effect of Sundanese ethnomathematics learning on mathematical understanding ability of elementary school students. Kalimaya, 4(2), 45-58.
Bishop, A. J. (1988). Mathematical enculturation: A cultural perspective on mathematics education. Kluwer Academic Publishers.
Christopoulos, A., Styliou, M., Ntalas, N., & Stylios, C. (2024). The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education. Information, 15(5), 261. https://doi.org/10.3390/info15050261
Çoban, M., & Göksu, ?. (2022). Using virtual reality learning environments to motivate and socialize undergraduates in distance learning. Participatory Educational Research, 9(2), 146-164. https://doi.org/10.17275/per.22.36.9.2
D'Ambrosio, U. (1985). Ethnomathematics and its place in the history and pedagogy of mathematics. For the Learning of Mathematics, 5(1), 44-48.
D'Ambrosio, U. (2001). What is ethnomathematics, and how can it help children in schools? Teaching Children Mathematics, 7(6), 308-310.
Dila, O. R., & Zanthy, L. S. (2020). Identifikasi kesulitan siswa dalam menyelesaikan soal aritmatika sosial [Identification of students' difficulties in solving social arithmetic problems]. Teorema: Teori dan Riset Matematika, 5(1), 17-26. https://doi.org/10.25157/teorema.v5i1.3036
Duane, A., Þór Jónsson, B., & Gurrin, C. (2020). VRLE: Lifelog interaction prototype in virtual reality: Lifelog search challenge at ACM ICMR 2020. In Proceedings of the Third Annual Workshop on Lifelog Search Challenge (pp. 7-12). https://doi.org/10.1145/3379172.3391717
Elmqaddem, N. (2019). Augmented reality and virtual reality in education: Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234-242. https://doi.org/10.3991/ijet.v14i03.9289
Friantini, R. N., Winata, R., & Permata, J. I. (2020). Kontekstual aritmatika sosial [Contextualized social arithmetic]. Indonesian Science Media.
Gay, G., & Linn, P. (1991). Culturally responsive teaching: A comprehensive approach. Teachers College Press.
Gerdes, P. (1994). Reflections on ethnomathematics. For the Learning of Mathematics, 14(2), 19-22.
Hermawan, D. P., Herumurti, D., & Kuswardayan, I. (2017). Efektivitas penggunaan game edukasi berjenis puzzle, RPG dan puzzle RPG sebagai sarana belajar matematika [The effectiveness of using puzzle, RPG and puzzle RPG educational games as a means of learning mathematics]. JUTI: Jurnal Ilmiah Teknologi Informasi, 15(2), 195-203. https://doi.org/10.12962/j24068535.v15i2.a652
Kami?ska, D., Sapi?ski, T., Wiak, S., Tikk, T., Haamer, R. E., Avots, E., Helmi, A., Ozcinar, C., & Anbarjafari, G. (2019). Virtual reality and its applications in education: A survey. Information, 10(10), 318. https://doi.org/10.3390/info10100318
Kim, E., Kim, J., Yoo, E., & Park, T. (2017). Study on virtual reality (VR) operating system prototype. Journal of Broadcast Engineering, 22(1), 87-94. https://doi.org/10.5909/JBE.2017.22.1.87
Ladson-Billings, G. (1995). Toward a theory of culturally relevant pedagogy. American Educational Research Journal, 32(3), 465-491. https://doi.org/10.3102/00028312032003465
Mariscal, G., Jiménez, E., Vivas-Urias, M. D., Redondo-Duarte, S., & Moreno-Pérez, S. (2020). Virtual reality simulation-based learning. Education in the Knowledge Society, 21, 1-12. https://doi.org/10.14201/eks.20809
Molina-Carmona, R., Pertegal-Felices, M. L., Jimeno-Morenilla, A., & Mora-Mora, H. (2018). Virtual reality learning activities for multimedia students to enhance spatial ability. Sustainability, 10(4), 1074. https://doi.org/10.3390/su10041074
Musril, H. A., Jasmienti, J., & Hurrahman, M. (2020). Implementasi teknologi virtual reality pada media pembelajaran perakitan komputer [Implementation of virtual reality technology in computer assembly learning media]. JANAPATI: Jurnal Nasional Pendidikan Teknik Informatik, 9(1), 83-95. https://doi.org/10.23887/janapati.v9i1.24163
Nisiotis, L., Alboul, L., & Beer, M. (2020). A prototype that fuses virtual reality, robots, and social networks to create a new cyber-physical-social eco-society system for cultural heritage. Sustainability, 12(2), 645. https://doi.org/10.3390/su12020645
Nuraeni, R., Ardiansyah, S. G., & Zanthy, L. S. (2020). Permasalahan matematika aritmatika sosial dalam bentuk cerita: Bagaimana deskripsi kesalahan-kesalahan jawaban siswa? [Social arithmetic mathematics problems in story form: How are student answer errors described?]. Teorema: Teori Dan Riset Matematika, 5(1), 61-68. https://doi.org/10.25157/teorema.v5i1.3345
Orey, D. C., & Rosa, M. (2011). Ethnomathematics: The cultural aspects of mathematics. Revista Latinoamericana de Etnomatemática, 4(2), 32-54.
Paszkiewicz, A., Salach, M., Dymora, P., Bolanowski, M., Budzik, G., & Kubiak, P. (2021). Methodology of implementing virtual reality in education for industry 4.0. Sustainability, 13(9), 5049. https://doi.org/10.3390/su13095049
Pramuditya, S. A., Noto, M. S., & Purwono, H. (2018). Desain game edukasi berbasis Android pada materi logika matematika [Android-based educational game design on mathematical logic material]. JNPM: Jurnal Nasional Pendidikan Matematika, 2(2), 165-179. https://doi.org/10.33603/jnpm.v2i2.1146
Putra, I. E. (2013). Teknologi media pembelajaran sejarah melalui pemanfaatan multimedia animasi interaktif [History learning media technology through the utilization of interactive animated multimedia]. Jurnal Teknoif Teknik Informatika Institut Teknologi Padang, 1(2), 20-25.
Raja, M., & Priya, G. G. L. (2021). An analysis of virtual reality usage through a descriptive research analysis on school students' experiences: A study from India. International Journal of Early Childhood Special Education, 13(2), 990-1005. https://doi.org/10.9756/INT-JECSE/V13I2.211142
Rashid, A. H. A., Shukor, N. A., Tasir, Z., & Na, K. S. (2021). Teachers' perceptions and readiness toward the implementation of the virtual learning environment. International Journal of Evaluation and Research in Education, 10(1), 209-214. https://doi.org/10.11591/ijere.v10i1.21014
Ricardo, R. (2016). Peran etnomatematika dalam penerapan pembelajaran matematika pada kurikulum 2013 [The role of ethnomathematics in the implementation of mathematics learning in the 2013 curriculum]. Jurnal Literasi, 2(2), 118-125.
Rosa, M., & Orey, D. C. (2011). Ethnomathematics: The cultural aspects of mathematics. Revista Latinoamericana de Etnomatemática, 4(2), 32-54.
Rusliah, N. (2016). Pendekatan etnomatematika dalam permainan tradisional anak di wilayah kerapatan adat Koto Tengah Kota Sungai Penuh Propinsi Jambi [Ethnomathematics approach in children's traditional games in the Central Koto customary density area of Sungai Penuh City, Jambi Province]. In Proceedings of the International Conference on University-Community Engagement (pp. 715-726). Surabaya University.
Sattar, M. U., Palaniappan, S., Lokman, A., Hassan, A., Shah, N., & Riaz, Z. (2019). Effects of virtual reality training on medical students' learning motivation and competency. Pakistan Journal of Medical Sciences, 35(3), 852-857. https://doi.org/10.12669/pjms.35.3.44
Serin, H. (2020). Virtual reality in education from the perspective of teachers. Revista Amazonia Investiga, 9(26), 291-303. https://doi.org/10.34069/ai/2020.26.02.33
Shin, D. H. (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality. Telematics and Informatics, 34(8), 1826-1836. https://doi.org/10.1016/j.tele.2017.05.013
Shirley, L. (2001). Ethnomathematics as a fundamental of instructional methodology. ZDM, 33(3), 85-87. https://doi.org/10.1007/BF02652735
Sugiyono. (2017). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif, dan R&D [Educational research methods: Quantitative, qualitative, and R&D approaches]. Alfabeta.
Tarmizi, A. K., Hasbiyati, H., & Hakim, M. (2020). Pengembangan media pembelajaran berbasis virtual reality pada mata kuliah anatomi dan fisiologi manusia pada mahasiswa semester VI pendidikan biologi [Development of virtual reality-based learning media in human anatomy and physiology courses for 6th semester biology education students]. Bioshell Journal, 9(2), 37-40.
Vergara, D., Extremera, J., Rubio, M. P., & Dávila, L. P. (2019). Meaningful learning through virtual reality learning environments: A case study in materials engineering. Applied Sciences, 9(21), 4625. https://doi.org/10.3390/app9214625
Zhang, D., Zhou, L., Briggs, R. O., & Nunamaker Jr, J. F. (2006). Instructional video in e-learning: Assessing the impact of interactive video on learning effectiveness. Information & Management, 43(1), 15-27. https://doi.org/10.1016/j.im.2005.01.004
Zulmaulida, R., Saputra, E., Munir, M., Zanthy, L. S., Wahnyuni, M., Irham, M., & Akmal, N. (2021). Problematika pembelajaran matematika [Problematics of mathematics learning]. Muhammad Zaini Publishing Foundation.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Khaerul Anam, Gunawan Wiradharma, Mario Aditya Prasetyo, Muhammad Iqbal

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika agree to the following terms:
- For all articles published in Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika, copyright is retained by the authors. Authors give permission to the publisher to announce the work with conditions. When the manuscript is accepted for publication, the authors agrees to implement a non-exclusive transfer of publishing rights to the journals.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

