Digital Media Development of Math Game with Ethnomathematics Model Based on Javanese Local Wisdom in Higher EducationBuchori A*, Sudargo, Rahmawati ND and Budiman MA
Study of Mathematics Education, University PGRI Semarang, Kota Semarang, Indonesia
- *Corresponding Author:
- Buchori A
Study of Mathematics Education
University PGRI Semarang
Kota Semarang, Indonesia
E-mail: [email protected]
Received Date: August 04, 2016; Accepted Date: August 22, 2016; Published Date: August 26, 2016
Citation: Buchori A, Sudargo, Rahmawati ND, Budiman MA (2016) Digital Media Development of Math Game with Ethnomathematics Model Based on Javanese Local Wisdom in Higher Education. Arts Social Sci J 7:210. doi:10.4172/2151-6200.1000210
Copyright: © 2016 Buchori A, et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
The purpose of this study is to produce products such as digital applications of math games on mobile phones and digital applications of math games on the computer at the high school math courses that is valid used in mathematics education program at the University of PGRI Semarang and Semarang Sultan Agung Islamic University. This research method used development model of Borg and Gall which includes 10 steps, namely (1) Research and information collecting, (2) Planning, (3) Develop a preliminary form of the product, (4) Preliminary field testing, (5) Main product revision, (6) Main field testing, (7) Operational product revision, (8) Operational field testing, (9) Final product revision, (10) Dissemination and implementation. From the results of over two years, the data showed that digital media of math game has been valid that is validated by experts at an average of 85%, then gets the user response in University PGRI of Semarang and Semarang Sultan Agung Islamic University, namely 76.5%, and the mean average results of student learning at the University PGRI of Semarang and Semarang Sultan Agung Islamic University are 84.5 and 83.33. From percentage of expert validation results, the user response and the results of student learning, the digital product of math game is declared valid, practical and effective used in the process of mathematics learning in college.