Gemstones as Ethnomathematical Object in E-LKPD which is Used in Analyzing the Ability to Solve Story Questions


  • Dafid Slamet Setiana Universitas Sarjanawiyata Tamansiswa, Indonesia
  • Pardimin Pardimin Universitas Sarjanawiyata Tamansiswa, Indonesia
  • Annis Deshinta Ayuningtyas Universitas Sarjanawiyata Tamansiswa, Indonesia
  • Didi Supriadi Universitas Sarjanawiyata Tamansiswa, Indonesia
  • Ana Fitrotun Nisa Universitas Sarjanawiyata Tamansiswa, Indonesia


This study aims to describe the ability to solve story questions on e-LKPD based on gamestones ethnomathematics on mixed arithmetic operations for fourth grade elementary school students. This study uses a quantitative descriptive approach. The research was carried out in the even semester of the 2020/2021 academic year on the research subject, namely the fourth grade students of SDN 3 Sukodono as many as 14 students. The data collection procedure was carried out by giving e-LKPD questions based on gamestones ethnomathematics to students and interviews. Data analysis using the percentage technique based on the stages of problem solving. The results of this study indicate that the average value at stage 1 (determining what is known in the problem) is in the high category, stage 2 (determining what is asked in the problem) is in the high category, stage 3 (compiling mathematical models/mathematical sentences) with a high category, and stage 4 (computing / calculating and interpreting the model's answers to the initial problem) is in the high category too. Overall the average value of students in one class is 82.95 which is included in the high category. Based on these results, e-LKPD can be used as an alternative teaching material during distance learning, can be used to improve students' ability to solve story questions, as well as bring students closer to local culture.

 Keywords: Gamestones, Ethnomathematics, E-LKPD, Story Questions







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