Observation results indicated that students experienced difficulties in understanding wayang stories, particularly in analyzing characters and their characteristics, identifying the plot, and understanding moral values. Learning activities remained teacher-centered and relied mainly on textbooks, resulting in limited student participation. This study aimed to develop a Mystery Box learning medium for the Kidang Kencana wayang story material. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analyze, design, development, implementation, and evaluation stages. The study was conducted at SMP Negeri 1 Lebaksiu, Tegal Regency. Data were collected through observations, interviews, and questionnaires. The data analysis techniques utilized qualitative descriptive analysis following the Miles and Huberman model for needs assessment data, as well as descriptive percentage analysis to evaluate media feasibility. The needs analysis showed that teachers and students required learning media that made wayang story learning more engaging and supported students' conceptual understanding. Based on these findings, the Mystery Box learning medium was developed. Validation results demonstrated that the developed media were highly feasible, achieving average scores of 96.8% from media experts and 91.3% from material experts. Following revisions based on expert recommendations, the final product is the Mystery Box Ramayana learning medium, which successfully integrates the Kidang Kencana wayang story with educational games for Javanese language learning at the junior high school level. ABSTRAK Hasil observasi menunjukkan siswa masih mengalami kesulitan dalam memahami materi cerita wayang, terutama dalam menganalisis tokoh dan karakter, menentukan alur cerita, serta memahami pesan moral. Pembelajaran masih didominasi penggunaan buku teks dan berpusat pada guru (teacher-centered) sehingga peserta didik kurang aktif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Mystery Box pada materi cerita wayang Kidang Kencana. Desain penelitian yang digunakan yaitu Research and Development (R&D) dengan model ADDIE yang meliputi tahap analyze, design, development, implementation, dan evaluation. Penelitian dilaksanakan di SMP Negeri 1 Lebaksiu, Kabupaten Tegal. Data penelitian diperoleh melalui observasi, wawancara, dan angket. Teknik analisis data menggunakan analisis deskriptif kualitatif model Miles dan Huberman untuk data kebutuhan siswa dan guru, serta analisis statistik deskriptif persentase untuk menentukan tingkat kelayakan media berdasarkan evaluasi ahli. Hasil analisis kebutuhan menunjukkan guru dan siswa memerlukan media pembelajaran yang dapat menjadikan pembelajaran cerita wayang lebih menarik serta membantu pemahaman materi. Berdasarkan hasil analisis kebutuhan tersebut, dikembangkan media pembelajaran Mystery Box pada materi cerita wayang Kidang Kencana. Hasil validasi media yang dikembangkan memperoleh kategori sangat layak dengan skor rata-rata 96,8% berdasarkan penilaian ahli media dan 91,3% berdasarkan penilaian ahli materi. Setelah dilakukan penyempurnaan berdasarkan masukan para ahli, diperoleh produk akhir berupa media pembelajaran Mystery Box Ramayana yang mengintegrasikan materi cerita wayang Kidang Kencana dengan permainan edukatif untuk pembelajaran bahasa Jawa pada jenjang SMP.