Development of Digital Puzzle Based on Indonesian Traditional Houses as Virtual Manipulative Learning Media for Plane Geometry

Authors

  • Kufita Rachman Universitas Negeri Yogyakarta Author
  • Azza Ilvana Mas’ud Universitas Negeri Yogyakarta Author
  • Siti Raihani Vesya Universitas Negeri Yogyakarta Author
  • Ade Putri Arbiyanti Universitas Negeri Yogyakarta Author
  • Ilham Rasyid Universitas Negeri Yogyakarta Author

DOI:

https://doi.org/10.15294/ujme.v14i2.29951

Keywords:

Digital Puzzle, Elementary School, Mathematics, Plane Geometry, Virtual Manipulation Media

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.

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Published

2025-08-31

Article ID

29951