This study aimed to develop a local wisdom–based educational game using the Educaplay platform for the topic “My Roles and Responsibilities in the School and Community Environment”. The research employed the Research and Development (R&D) approach with the ADDIE development model, which consists of the stages of analysis, design, development, implementation, and evaluation. The study was conducted in the second semester of the 2024/2025 academic year at SDN Bantarkemang 6 Bogor, involving 23 fourth-grade students as participants. The initial stage involved a needs analysis through classroom observation to identify learning problems and requirements. The next stage included designing and developing the educational game by considering both content and interface aspects. The developed product was then validated by experts before being tested with students. The implementation stage involved applying the educational game in classroom learning activities. The findings indicated that the developed educational game achieved a feasibility score of 96%, which categorized it as highly appropriate for classroom use. In addition, students’ responses to the use of the Educaplay educational game were positive, with a response percentage of 89%. These results indicate that the local wisdom–based Educaplay educational game developed in this study is valid and feasible to be used as a learning medium to enhance students’ learning motivation and understanding of the subject matter. ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran berupa game edukasi berbasis kearifan lokal dengan memanfaatkan platform Educaplay pada materi “Peran dan Tugasku di Lingkungan Sekolah dan Masyarakat”. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Penelitian dilaksanakan pada semester genap tahun pelajaran 2024/2025 di kelas IV SDN Bantarkemang 6 Bogor dengan jumlah subjek sebanyak 23 peserta didik. Tahap awal penelitian dilakukan melalui analisis kebutuhan pembelajaran menggunakan observasi. Tahap berikutnya adalah perancangan dan pengembangan produk game edukasi yang disesuaikan dengan aspek tampilan serta isi materi pembelajaran. Produk yang telah dikembangkan selanjutnya melalui proses validasi oleh ahli sebelum dilakukan uji coba kepada peserta didik. Tahap implementasi dilakukan dengan mengujicobakan media pembelajaran tersebut dalam kegiatan pembelajaran di kelas. Hasil penelitian menunjukkan bahwa media game edukasi yang dikembangkan memperoleh tingkat kelayakan sebesar 96% sehingga termasuk dalam kategori sangat layak. Respon peserta didik terhadap penggunaan game edukasi berbasis Educaplay juga menunjukkan hasil positif dengan persentase sebesar 89%. Temuan tersebut menunjukkan bahwa game edukasi berbasis kearifan lokal yang dikembangkan dalam penelitian ini dinyatakan valid dan layak digunakan sebagai media pembelajaran untuk meningkatkan motivasi belajar serta pemahaman materi peserta didik.