The abstract nature of teaching Carbon Footprint Reduction, combined with device restriction policies, underlies this study, which aims to design, develop, and test the feasibility of the desktop-based educational game "Pilah Sampahmu" using Construct 3 for fourth-grade learners at MI Hidayatul Insan Karanganyar. The research methodology applied is Research and Development (R&D) using the ADDIE framework (Analysis, Design, Development, Implementation, and Evaluation). Data collection was conducted through observation, interviews, documentation, and closed Likert-scale questionnaires, analyzed via descriptive percentages and operational verification using Black Box Testing. The results show that all functionality testing scenarios were valid, with feasibility scores of 82% from media experts, 84% from material experts, and 100% from educators. The cumulative average feasibility score reached 88.67%, concluding that the media meets the highly feasible criteria for implementation in IPAS learning. The novelty of this research lies in the pedagogical transformation of macro carbon emission concepts into an offline virtual laboratory for practical waste sorting, optimizing a drag-and-drop desktop platform aligned with learners' psychomotor development to bridge the lack of personal device access by utilizing school computer laboratory facilities. Implicatively, this educational game serves as a dynamic instructional tool that successfully leverages school ICT facilities to raise ecological awareness and boost learners' learning motivation from an early age.