ABSTRACT Social studies learning on the Prehistoric Era was developed through an E-LKPD that not only presents learning materials but also guides students through problem-solving and gamification activities. The product was designed for seventh-grade students at SMPN 2 Malang using a Research and Development approach with the ADDIE model, comprising Analyze, Design, Development, Implementation, and Evaluation. The development process involved one subject-matter expert, one media expert, and a limited trial with 8 students using a One-Group Pretest–Posttest design. Data were collected through observation, an ARCS-based learning motivation questionnaire, subject-matter and media expert validation sheets, and a student response questionnaire. The assessment results indicated that material feasibility reached 96.93% and media feasibility reached 89.87%, both of which were categorized as highly feasible. Student responses reached 92%, categorized as highly practical. In the motivation measurement, the mean score changed from 61.3 before product use to 79.6 after implementation, representing a difference of 18.3 points. Since the data were obtained from a small single group and analyzed descriptively, this change is interpreted as a difference in scores following product use rather than as evidence of a causal effect. The developed product provides an alternative digital teaching material that integrates Problem Based Learning and Gimkit within Social Studies learning. ABSTRAK Pembelajaran IPS pada materi Zaman Praaksara dikembangkan melalui E-LKPD yang tidak hanya menyajikan materi, tetapi juga mengarahkan peserta didik pada aktivitas pemecahan masalah dan gamifikasi. Produk ini dirancang untuk kelas VII SMPN 2 Malang dengan pendekatan Research and Development melalui model ADDIE yang meliputi Analyze, Design, Development, Implementation, dan Evaluation. Tahap pengembangan melibatkan satu ahli materi, satu ahli media, serta uji coba terbatas terhadap 8 peserta didik menggunakan desain One-Group Pretest–Posttest. Informasi penelitian dikumpulkan melalui observasi, angket motivasi belajar berbasis ARCS, lembar validasi ahli materi dan media, serta angket respons peserta didik. Hasil penilaian menunjukkan kelayakan materi sebesar 96,93% dan kelayakan media 89,87%, keduanya berada pada kategori sangat layak. Respons peserta didik mencapai 92% dengan kategori sangat praktis. Pada pengukuran motivasi, rata-rata skor berubah dari 61,3 sebelum penggunaan produk menjadi 79,6 setelah implementasi, dengan selisih 18,3 poin. Karena data diperoleh dari satu kelompok kecil dan dianalisis secara deskriptif, perubahan tersebut dipahami sebagai gambaran skor setelah penggunaan produk, bukan bukti kausal. Produk yang dikembangkan menjadi alternatif bahan ajar digital yang memadukan Problem Based Learning dan Gimkit secara terpadu dalam pembelajaran IPS.