Observations indicate that Year 12 students have low problem-solving skills and lack learning independence. To address this issue, this research aims to develop SIGMA (Spirit of Intellectuality of an Active Mathematics Generation), a deep learning-based mathematics board game as a learning tool. The study evaluates the validity, practicality, and effectiveness of SIGMA in enhancing students' problem-solving skills and fostering their learning independence. A Research and Development (R&D) methodology based on the ADDIE model was used in this research, encompassing five systematic stages: analysis, design, development, implementation, and evaluation. The participants in this study were Year 11 students, with 36 assigned to both the experimental and control classes. The instruments used to collect data include the expert validation sheet, problem-solving ability test, learning independence questionnaire, and documentation. Descriptive statistics and an independent-samples t-test were used to analyze the data. The findings revealed that the SIGMA learning media was deemed valid based on expert judgments and practicality, as indicated by students' responses (M=71.14). Regarding independent learning and problem-solving skills, the effectiveness test showed a significant difference between the experimental and the control classes. The implementation of SIGMA learning media effectively enhanced students' problem-solving abilities and learning independence.
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