<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>PENGEMBANGAN FLASHCARD DIGITAL BERBASIS ETNOMATEMATIKA RELIEF CANDI BOROBUDUR UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF DAN KREATIVITAS SISWA PADA MATERI GEOMETRI BANGUN DATAR KELAS II SEKOLAH DASAR</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 24204081022</mods:namePart><mods:namePart type="family">Khoirunnisa’ Cahya Ningrum</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>Low levels of student cognitive ability and creativity are generally attributed&#13;
to a one-way instructional approach, where students appear passive and lack&#13;
enthusiasm during lessons, struggling to recognize and distinguish shapes, classify&#13;
geometric figures, and understand the properties of 2D shapes. This study aims to&#13;
examine the feasibility, practicality, and effectiveness of digital flashcards based on&#13;
the ethnomathematics of Borobudur Temple reliefs in enhancing students' cognitive&#13;
abilities and creativity.&#13;
This study employs the Research and Development method using the&#13;
ADDIE model. The research subjects consisted of 24 students and one teacher. Data&#13;
were collected through questionnaires, documentation, and pre- and post-tests, then&#13;
analyzed using both qualitative and quantitative descriptive methods. The research&#13;
stages comprised (a) Analysis: analyzing product quality and development&#13;
requirements; (b) Design: designing the product structure and components; (c)&#13;
Development: realizing and validating the product; (d) Implementation:&#13;
implementing the product; and (e) Evaluation: evaluating and refining the product.&#13;
The research results indicate the following: First, regarding the feasibility&#13;
of the digital flashcard learning media based on Borobudur Temple relief&#13;
ethnomathematics, validity assessments by subject matter and media experts&#13;
yielded scores of 95.45% and 96.42%, respectively, placing the media in the "highly&#13;
feasible" category. Second, the practicality of the media was rated at 97.72%, falling&#13;
into the "highly practical" category. Third, regarding effectiveness, a paired-sample&#13;
t-test revealed significant differences in students' cognitive abilities and creativity,&#13;
with a Sig. (2-tailed) value of 0.01 (&lt; 0.05). Meanwhile, N-Gain test results showed&#13;
improvements of 0.52 in cognitive ability and 0.51 in creativity, both falling within&#13;
the "moderate" (effective) category.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-08-13</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>