Design Thinking-Based Development of G-WAY (GeoGebra and Wayground) Learning Media in Kudus Local Cultural Context

Critical thinking and mathematical multi-representation abilities among junior high school students in Kudus Regency, Indonesia, remain low to moderate, while earlier ethnomathematics-based media developed for this context relied on outdated technology and a largely linear design process with limited attention to user empathy. This design-and-development study integrates Design Thinking into the ADDIE framework—the main contribution of this research, enabling a design grounded in empirically documented user needs rather than curricular assumptions—to build G-WAY, a learning medium combining GeoGebra and the Wayground gamified-quiz platform, contextualized in the ethnomathematics of Menara Kudus. Only the first four Design Thinking stages (Empathize, Define, Ideate, and Prototype) are reported here; the Test stage, functional product development, and effectiveness evaluation lie outside this article's scope. Data came from a needs survey of 77 students from two schools, a survey of eight mathematics teachers from seven schools, and a silent-brainstorming session with 35 students. Empathize findings showed that 80.5% of students struggle with formulas, 68.8% of students identified abstract concepts and formulas as the factor most reducing their interest in mathematics, 44.2% were not used to giving reasons for their answers, and 37.7% found it difficult to turn a word problem into a picture or sketch, while 87.5% of teachers cited abstract concepts as the main obstacle and 62.5% reported that students use only the one representation taught by the teacher. These findings shaped the problem statements. Ideate-stage brainstorming yielded forty-two raw ideas narrowed to five priorities, elaborated at the Prototype stage into a prototype design with five components: a Problem-Based Learning syntax with a Menara Kudus problem orientation, GeoGebra visualization, a Wayground formative quiz, a Student Worksheet (LKPD) that supports multiple representations, and contextual problems based on Menara Kudus architecture. The prototype remains a design, not a functional product, pending expert validation and classroom trials. Each component traces back to empirical user data, positioning G-WAY as a culturally grounded, empathy-driven alternative to prior, technologically outdated ethnomathematics media, though its effectiveness still requires empirical testing at later stages.

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Publication Details

Journal
Journal of Mathematics Instruction Social Research and Opinion
Published
2026-11-10
DOI
https://doi.org/10.58421/misro.v5i4.2113
Primary Topic
Mathematics Education and Pedagogy
Type
article
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article

Design Thinking-Based Development of G-WAY (GeoGebra and Wayground) Learning Media in Kudus Local Cultural Context

Muhtarom, Nizarudin, Dian Mufariha
Journal of Mathematics Instruction Social Research and Opinion
Mathematics Education and Pedagogy
article

Design Thinking-Based Development of G-WAY (GeoGebra and Wayground) Learning Media in Kudus Local Cultural Context

Muhtarom, Nizarudin, Dian Mufariha
article en

Abstract

Critical thinking and mathematical multi-representation abilities among junior high school students in Kudus Regency, Indonesia, remain low to moderate, while earlier ethnomathematics-based media developed for this context relied on outdated technology and a largely linear design process with limited attention to user empathy. This design-and-development study integrates Design Thinking into the ADDIE framework—the main contribution of this research, enabling a design grounded in empirically documented user needs rather than curricular assumptions—to build G-WAY, a learning medium combining GeoGebra and the Wayground gamified-quiz platform, contextualized in the ethnomathematics of Menara Kudus. Only the first four Design Thinking stages (Empathize, Define, Ideate, and Prototype) are reported here; the Test stage, functional product development, and effectiveness evaluation lie outside this article's scope. Data came from a needs survey of 77 students from two schools, a survey of eight mathematics teachers from seven schools, and a silent-brainstorming session with 35 students. Empathize findings showed that 80.5% of students struggle with formulas, 68.8% of students identified abstract concepts and formulas as the factor most reducing their interest in mathematics, 44.2% were not used to giving reasons for their answers, and 37.7% found it difficult to turn a word problem into a picture or sketch, while 87.5% of teachers cited abstract concepts as the main obstacle and 62.5% reported that students use only the one representation taught by the teacher. These findings shaped the problem statements. Ideate-stage brainstorming yielded forty-two raw ideas narrowed to five priorities, elaborated at the Prototype stage into a prototype design with five components: a Problem-Based Learning syntax with a Menara Kudus problem orientation, GeoGebra visualization, a Wayground formative quiz, a Student Worksheet (LKPD) that supports multiple representations, and contextual problems based on Menara Kudus architecture. The prototype remains a design, not a functional product, pending expert validation and classroom trials. Each component traces back to empirical user data, positioning G-WAY as a culturally grounded, empathy-driven alternative to prior, technologically outdated ethnomathematics media, though its effectiveness still requires empirical testing at later stages.

Journal of Mathematics Instruction Social Research and OpinionVol. 5(4)
Universitas PGRI Semarang (ID)
Mathematics Education and Pedagogy
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