The low level of cultural literacy and national awareness among elementary school students is a significant issue in IPAS instruction, particularly regarding the topic of Indonesia’s cultural diversity. Instruction remains text-based and focused on written materials, leading to a lack of contextual understanding of local culture. The limited use of interactive learning media based on local culture results in low student engagement in understanding local cultural identity. This study aims to develop a suitable Jelita Monopoly game to enhance cultural literacy and national awareness among elementary school students. The study employs the ADDIE model for development, with the research focus on IPAS instruction for the “Indonesiaku Kaya Budaya” module in 4th-grade elementary school. Data were collected through observation, interviews, a student needs questionnaire, and expert validation sheets, and the validation data were analysed using a percentage formula. The developed media integrate a Central Java regional board, cultural literacy cards, higher-order thinking skills (HOTS)-based case cards, and QR codes linked to digital cultural content that support students’ cultural and digital literacy. Expert validation yielded scores of 96% for media, 93% for content, 92% for language, 95% for the cultural literacy questions, and 93% for the cultural awareness questionnaire (mean 93.8%), all within the “highly valid” category. These findings position JELITA as a hybrid analog–digital, region-based board game that shifts IPAS cultural learning from memorising cultural facts toward interpreting and appreciating local values, offering teachers a ready-to-use model for integrating local culture into deep learning in elementary schools.
Copyrights © 2026