This research is motivated by the difficulty students face in visualizing the abstract material of the human digestive system within the Merdeka Curriculum at SMPN 18 Surakarta, as well as the limited interactive media in the classroom. This study aims to design, develop, and test the feasibility of a 2D Android-based adventure educational game using GDevelop 5 as an interactive science learning medium. The development method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). System functionality was tested using Black Box Testing to ensure all program navigation runs normally before implementation. The results showed that the educational game "Petualangan Pencernaan" successfully projected the material interactively. Based on feasibility testing, this medium achieved an average score of 86% from media experts, 85.33% from material experts, and 84.66% from educators, all of which fall into the "Very Feasible" category. User trials on VIII grade students also showed an extraordinary satisfaction level reaching 95% ("Very Feasible"). Thus, this educational game is proven to be valid, effective, and highly feasible for use in enhancing student engagement and understanding in science learning.
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