This study aims to analyze the digital business model, the effectiveness of digital marketing strategies, and the business feasibility of the “TEMATIK” Math Board Game, which was developed through the Student Creativity Program in Entrepreneurship (Program Kreativitas Mahasiswa Kewirausahaan/PKM-K) at Politeknik Negeri Jember in 2024. This study employed a quantitative descriptive approach using a case study method. Primary data were obtained from sales records during seven weeks of operations (July 1-August 21, 2024), capital and production cost data, and expert validation results, while secondary data were sourced from the program’s final report and digital marketing documentation. The analysis was conducted using the Business Model Canvas framework, which comprises nine key business elements, along with five financial feasibility indicators: Cost of Goods Manufactured, Break-Even Point, Benefit-Cost Ratio, Return on Investment, and Payback Period. The results indicate that the TEMATIK product offers differentiation through the integration of a physical board game with an Android-based educational application covering mathematics topics for Grades 1-6 of elementary school. A hybrid marketing strategy utilizing Shopee, Instagram, WhatsApp, and direct visits to elementary schools demonstrated a shift in channel distribution from an initial dominance of offline channels toward increased adoption of online channels, with total sales reaching 70 units during the first seven weeks. Based on the financial feasibility projections, the business is estimated to reach its break-even point at sales of 103 units. The business feasibility analysis yielded a Benefit-Cost Ratio of 1.46, a Return on Investment of 45.7%, a Cost of Goods Manufactured of IDR 58,333 per unit, and a Payback Period of 6.6 months. Overall, the findings confirm that the digital business model of the “TEMATIK” product is financially feasible and has the potential to be further developed as a scalable education-based technopreneurship product.
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