Designing a learning trajectory for cube nets using the Engklek game: An educational design research study within realistic mathematics education
DOI:
https://doi.org/10.29408/jel.v12i1.32583Keywords:
cube nets, design research, engklek game, learning trajectory, realistic mathematics educationAbstract
The tendency to teach geometry mechanically highlights the need for mathematics instruction grounded in students’ daily contexts. This study designs a Learning Trajectory (LT) for cube nets using the engklek game—a traditional Indonesian hopping game—as a realistic context, framed within Realistic Mathematics Education (RME), and implemented through educational design research (validation study type). Conducted at one school in Kudus, the study involved 21 Grade 5 students across three phases: preparing for the experiment, designing the experiment (pilot and teaching experiment), and retrospective analysis. The resulting LT comprises four sequenced activities aligned with RME’s modeling levels—situational, model-of, model-for, and formal—through which students progressed from informal understandings (e.g., engklek kapal terbang as a cube net) to formal knowledge: recognizing eleven distinct cube nets organized into four pattern categories (1-4-1, 2-3-1, 2-2-2, and 3-3). This LT contributes to the expansion of instructional design in mathematics and provides teachers with a culturally responsive, game-based pedagogical tool that bridges students’ informal experiences with formal geometric concepts.
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