Developing creative thinking skills is a primary goal in higher education, particularly in entrepreneurship courses that demand innovation and contextual problem-solving. However, learning practices are often unconnected to local socio-economic realities and underutilize digital media. This study aims to develop and test the effectiveness of an Android-based educational game that integrates local products from Thematic Villages in Banjarmasin to enhance students' creative thinking skills. The method used is a 4D model for research and development with expert validation stages, limited trials (n=32), and large-scale trials (n=123) conducted with social studies students. Creative thinking skills were measured through four dimensions fluency, flexibility, originality, and elaboration using a validated instrument (Cronbach's Alpha = 0.928). The results showed high feasibility among media (77.5%) and language (76%) experts, with significant increases (p<0.001) in average scores from 94.16 to 118.59 and from 95.63 to 118.23, respectively.
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