Jurnal Pendidikan Matematika dan IPA
Vol 16, No 3 (2025): September 2025

DEVELOPMENT OF AUDIOVISUAL MEDIA “DIGESTOPIA” BOARD GAME TO ENHANCE PROBLEM-SOLVING SKILLS AND COGNITIVE LEARNING OUTCOMES OF HIGH SCHOOL STUDENTS

Febriyanti, Riska Dwi (Unknown)
Al-Muhdhar, Mimien Henie Irawati (Unknown)
Hassan, Zainudin (Unknown)
Setiawan, Deny (Unknown)
Sumberartha, I Wayan (Unknown)
Wulandari, Nuning (Unknown)
Yuhanna, Wachidatul Linda (Unknown)
Fanani, Zainal (Unknown)



Article Info

Publish Date
08 Sep 2025

Abstract

Students at SMAN 1 Singosari continue to demonstrate limited problem-solving skills and cognitive learning outcomes, partly due to contextually irrelevant media and reliance on LCD projectors. This study aimed to evaluate the validity and practicality of “Digestopia”, an audiovisual, website-assisted electronic board game developed using the RICOSRE model (Reading, Identifying problem, Constructing solution, Solving the problem, Reviewing the problem solving, and Extending problem solution) and integrated with the SDGs' Zero Hunger initiative (Sustainable Development Goal 2: Zero Hunger). The development process adopted the Lee and Owens instructional design model, which consists of four stages: analysis, design, development, and evaluation. Data were collected using expert validation sheets and student response questionnaires and analyzed using descriptive quantitative techniques to determine the average scores. The results showed that “Digestopia” was valid (90.6%) and practical (86.7%) for classroom use, indicating its potential as an interactive learning tool.

Copyrights © 2025






Journal Info

Abbrev

PMP

Publisher

Subject

Agriculture, Biological Sciences & Forestry Chemistry Education Mathematics Physics

Description

JPMIPA is a journal publishing the mathematic, biology, chemistry, and physic also natural science mathematic eduacation, biology education, physic education, chemistry education, natural science ...