The use of digital assessment in elementary school mathematics learning has not been implemented effectively, resulting in evaluation activities still dominated by conventional methods through written tests. Therefore, the development of a digital assessment that integrates gamification elements with a memorize, recall, and examine framework is necessary. This framework is designed to integrate HOTS-based questions at the cognitive levels of analyzing (C4), evaluating (C5), and creating (C6) in Bloom's Taxonomy. This study aims to describe the development process, validity level, and practicality of the MRE-based Math Champions Arena digital assessment product for fifth-grade students of SD Negeri 2 Ngunut. This study used a Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 2 Ngunut, Tulungagung Regency. Data collection techniques were interviews, documentation, and questionnaires. The results of the study indicate that the MRE-based Math Champions Arena digital assessment achieved an average validity percentage of 95.8% from media experts and 97.5% from material experts, categorized as very valid. Furthermore, the practicality test obtained an average percentage of 94.1%, categorized as very practical. Thus, the MRE-based Math Champions Arena digital assessment is suitable for use as an innovative digital assessment in mathematics learning in elementary schools.
Copyrights © 2026