Indonesia is rich in cultures encompassing the understanding of various values that must be learned by students. Learning based on a cultural perspective relating to natural phenomena in life is called ethnoscience. Surabaya as a metropolitan city has various cultures including Remo dance, batik, rujak cingur, lontong balap, fish preservation, and semanggi. There are many scientific concepts that can be explored through these cultures. This study aimed to explore scientific concepts through these cultures in elementary schools. This study used descriptive research design with transformative, verification, and knowledge conceptualization stages. Results showed that many scientific concepts extracted from ethnoscience, for instance in rujak cingur, were related to the concepts of friction force, healthy food, and physical and chemical changes. With ethnoscience-based science learning, students are expected to learn happily and master the science concepts easily.
Learning mathematics for elementary school students is often considered a creepy thing. Some of the tricks that can be used to remove this paradigm is the use of learning media that are attractive to students, one of which is the edu-game media based on android along with current technological developments. This development research developed the edu-game media based on android which aims to: describe the process of developing the edu-game media based on android to learn LCM and GCD for the 4th graders and (2) analyze the feasibility level of the edu-game media based on android to learn LCM and GCD for the 4th graders. The trial subjects of this study were the 4th graders of Laboratory Unesa Elementary School Surabaya and Geluran 1 Elementary School Taman Sidoarjo. The model used in this research is Plomp’s development model. From this research, the results obtained from the material expert validator with a percentage of 94.7% (valid), and from the media expert validator with a percentage of 93.75% (valid). Testing the test subjects got an average percentage of the entire program of 93.4% (very feasible).
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