This study aims to develop and test the effectiveness of the Android-based edutainment game "Tekamatika" in enhancing students' creative thinking skills, recognizing the importance of these skills in addressing 21st-century challenges. The method employed is Research and Development (R&D) using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation, as well as systematic evaluation using the CIPP model (Context, Input, Process, Product). The instruments used include material expert validation questionnaires, teacher and student assessment questionnaires, creative thinking tests, and student perception questionnaires. Data are analyzed to measure the validity, practicality, and effectiveness of the product. The research results indicate that the "Tekamatika" game is valid with an average score of 4.1 from material experts, highly practical with an average score of 4.293 from teachers, and very practical with an average score of 4.7 from students. The improvement in students' creative thinking abilities was confirmed through a gain test of 0.65 and a paired sample t-test with a significance level of 0.0231<0.05. In conclusion, the "Tekamatika" game is proven to be valid, practical, and effective in enhancing students' creative thinking skills. The implications of this research suggest that edutainment games can be an effective teaching method, capable of increasing motivation, student engagement, and facilitating interactive understanding of mathematical concepts.
                        
                        
                        
                        
                            
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