This research aims to develop an educational board game titled "Quest of English Mastery" based on a scaffolding model and evaluate its feasibility as a vocabulary learning media for junior high school students. This Research and Development study adopted the 4D model (Define, Design, Develop, Disseminate). Data from 24 English Club students at MTs YLPI 'Ibaadurrahman were collected through observations, interviews, and questionnaires, then analyzed quantitatively. Initial observations and interviews revealed students' low vocabulary mastery, passive participation, and a lack of interactive media. The developed product scored 96% (Very Feasible) from material experts and 87% (Very Feasible) from media experts. Student trials achieved 71% (Feasible) in small groups and 85% (Very Feasible) in large groups, proving it as an effective edutainment tool. Future studies are recommended to digitalize the game into a Virtual Tabletop format and implement it on a broader scale.
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