Food chain material is often difficult for elementary school students, and the digital media commonly used offer limited physical interaction. This study aims to develop a STEM-based Anti-Monopoly board game on food chain material to foster the learning motivation of fifth-grade students and to determine the validity and practicality of the media. The study used the Research and Development (R&D) method with the ADDIE model. Data were collected through interviews, validation by material, media, and language experts, and teacher and student response questionnaires. The results showed that the validation of material and language experts was 96%, validation by media experts was 93.33%, teacher responses were 80%, and student responses were 84.05%. In a large-group trial of 21 students, the average learning motivation increased from 68.14 to 72.86, with an N-Gain of 0.17 (low category). The media provide an interactive, game-based alternative for teaching food chain material and were well received by students and practical for teachers. However, the increase in learning motivation was still limited, so further research with more participants and a control group is recommended.
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Anisa et al. (2026) studied this question.
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