EthnoMathBlox: Integrating Local Cultural Heritage and Game-Based Learning to Enhance Students’ Mathematical Literacy through Roblox

Universitas Negeri Semarang > Sustainable Development Goals Universitas Negeri Semarang > News > News > EthnoMathBlox: Integrating Local Cultural Heritage and Game-Based Learning to Enhance Students’ Mathematical Literacy through Roblox

In today’s digital era, the integration of technology and education has become one of the key factors in creating more engaging and meaningful learning experiences. One of the innovations born from this spirit is EthnoMathBlox, a 3D multiplayer educational game-based learning medium that combines the local wisdom of Semarang’s Cultural Heritage Sites with the Roblox platform.

EthnoMathBlox was developed as an effort to improve students’ mathematical literacy through interactive, contextual, and enjoyable learning experiences. The learning materials in this game focus on Three-Dimensional Geometry (Solid Shapes) — a topic that often poses challenges for students in understanding geometric concepts concretely.

Within the EthnoMathBlox world, students are invited to explore various iconic cultural heritage sites of Semarang City, such as Sam Poo Kong Temple, Blenduk Church, and Marba Building, all recreated in a virtual environment built on the Roblox platform.

During their exploration, students not only enjoy visualizations of local culture but also encounter various educational features such as Cultural Fun Facts, Learning Materials, and Interactive Quizzes that must be solved collaboratively in groups. Through this approach, mathematical concepts are linked to real-world contexts surrounding the students, making learning more relatable and relevant to their daily lives.

Recent research conducted at SMPN 11 Semarang revealed that the use of EthnoMathBlox had a positive impact on improving students’ mathematical literacy. Students became more enthusiastic, actively engaged in discussions, and motivated to understand mathematical concepts that were previously perceived as difficult.

Moreover, the learning atmosphere became more interactive and enjoyable, with higher levels of participation compared to conventional learning methods. Teachers also noted that the use of this game-based media helped them explain materials in a more engaging and comprehensible manner.

Despite these promising results, the study also identified several challenges in implementing EthnoMathBlox in schools. The main challenge lies in device limitations — not all students possess gadgets capable of running Roblox smoothly. Additionally, teacher training is crucial to ensure they can master the development of educational maps in Roblox and effectively integrate them into classroom learning.

If these challenges can be addressed, EthnoMathBlox holds great potential to become an effective learning tool applicable in various schools across Indonesia. Beyond strengthening students’ mathematical literacy, this innovation also helps preserve local cultural values in a modern and student-friendly way.

Ultimately, EthnoMathBlox stands as proof that when education, technology, and culture synergize, they can give rise to innovations that make learning more dynamic, engaging, and meaningful.

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