AI-Assisted Ethnomathematics Gamification through Traditional Stilt Games for Geometry Learning in Elementary Education

Tasya Fortuna Aurora : Universitas Muhammadiyah Malang , Beti Istanti Suwandayani : Universitas Muhammadiyah Malang

Abstract


This study investigated the development and effectiveness of an artificial intelligence-assisted ethnomathematics learning model integrating traditional stilt games into elementary geometry instruction. The research employed a Research and Development (R&D) approach using the 4D model consisting of Define, Design, Develop, and Disseminate stages. The participants included 38 elementary school students and 7 mathematics teachers from Indonesian primary schools. The developed learning media combined kinesthetic activities, local cultural values, and Google Teachable Machine technology to support contextual geometry learning. Data were collected through observations, expert validation sheets, questionnaires, interviews, and pre-test–post-test assessments. Quantitative data were analyzed using descriptive statistics and normalized gain (N-Gain), while qualitative data were analyzed through thematic analysis. The findings revealed that the developed media achieved a validity score of 89.4%, categorized as highly valid, and a practicality score of 91.2%, indicating excellent usability. Students’ geometry achievement improved significantly, with the average score increasing from 61.8 in the pre-test to 83.5 in the post-test. The integration of physical movement and AI-based pose recognition encouraged active participation, collaborative learning, and conceptual understanding of geometric concepts. Furthermore, the incorporation of traditional games strengthened cultural awareness and student engagement. This study contributes to the growing literature on AI-supported mathematics education by demonstrating how ethnomathematics and gamification can be integrated with machine learning technology in elementary classrooms. The findings suggest that AI-assisted traditional game-based learning has strong potential to enhance conceptual understanding, student motivation, and culturally responsive mathematics learning.


Keywords


gamification; teachable machine; geometry learning; elementary school; traditional games

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DOI: https://doi.org/10.30596/ijems.v7i3.30770

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Indonesian Journal of Education and Mathematics Science

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