Exploring Javanese ethnomathematics for augmented reality-based geometry prototype design
Abstract
Purposes: This study aims to explore ethnomathematical elements embedded in Javanese culture and translate their geometric characteristics into initial augmented reality (AR)-based geometry prototypes for culturally contextualized geometry learning. Method: A descriptive exploratory design was employed, involving field observations, interviews with four purposively selected cultural informants from Magelang and Yogyakarta, and a review of relevant literature. The data were analyzed using source triangulation, with the analysis guided by Koentjaraningrat’s framework of cultural elements. In addition, initial AR prototypes were developed using a marker-based approach in Unity, with marker tracking functionally tested on an Android device to verify three-dimensional object visualization. Findings: The findings reveal three main Javanese cultural domains, namely architectural structures, traditional foods, and musical instruments, which are relevant for representing geometric concepts. These elements were systematically mapped to three-dimensional geometry topics and transformed into initial AR prototypes. The initial AR prototypes incorporated interactive visualization features, including rotation and zooming, to facilitate multi-perspective exploration of the represented geometric forms. Significance: This study demonstrates how ethnomathematical exploration and AR prototyping can be systematically connected to support the design of culturally contextualized geometry learning media. It contributes to mathematics education by offering a systematic cultural–geometric mapping and an initial technological design framework that can be further developed and implemented in classroom practice.