The Application of a Game-Based Learning Model Based on Ethnomathematics to Improve Mathematical Creative Thinking Ability

Authors

  • hilliyani hilliyani IAIN TAKENGON
  • KMS Muhammad Amin Fauzi Universitas Negeri Medan
  • Mulyono Mulyono

DOI:

https://doi.org/10.25299/perspektif.2025.vol16(2).20026

Keywords:

Games Based Learning, etnomatematika, kemampuan berfikir kreatif matematis

Abstract

The purpose of this research is to analyze mathematical creative thinking abilities that are obtained from learning Game-Based Learning and conventional learning. This research used quantitative research with quasi experiment design and pretest posttest control group design. The population in this research was all students at SMP N 1 Takengon. The sample of this research were the students class VIII B for experiment class and students class VIII C for control class. The instrument used was test about mathematical creative thinking abilities students pretest and posttest. The technique of data analysis used in this research was paired t test. The result of this research was paired t test showed sig.  so H  rejected and H  accepted. In the other word there was improvement mathematical creative thinking abilities used the implementation of learning model Games-Based Learning based on Etnomatematika

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Published

28-12-2025

How to Cite

hilliyani, hilliyani, Muhammad Amin Fauzi, K., & Mulyono, M. (2025). The Application of a Game-Based Learning Model Based on Ethnomathematics to Improve Mathematical Creative Thinking Ability. Perspektif Pendidikan Dan Keguruan, 16(2), 201–208. https://doi.org/10.25299/perspektif.2025.vol16(2).20026
Received 2024-12-06
Accepted 2025-12-22
Published 2025-12-28