ABSTRACT The need for learning materials that are closely connected to students’ experiences has become a consideration in Indonesian language learning on the topic of Staying Safe in the Digital World for sixth-grade students at SD Negeri 075024 Duria Balaki. The limited availability of engaging reading materials encouraged the development of a comic-based module so that information about digital safety could be presented through a combination of text, illustrations, and a more communicative storyline. The product was developed using the Research and Development method with the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The quality of the product was reviewed by material, language, and design experts and subsequently tested with 6 students in a small-group trial and 24 students in a field trial. Data were obtained from validation sheets, student response questionnaires, and learning achievement tests and were analyzed descriptively and quantitatively. The final assessment results reached 98% from the material expert, 96% from the language expert, and 100% from the design expert. The product received practicality scores of 83% in the small-group trial and 94% in the field trial, while classical mastery reached 83% and 92%, respectively, based on the KKTP. These findings position the developed module as a feasible and practical supplementary learning material for supporting learning on the topic of Staying Safe in the Digital World. ABSTRAK Kebutuhan akan bahan ajar yang dekat dengan pengalaman peserta didik menjadi perhatian dalam pembelajaran Bahasa Indonesia pada materi Aman di Dunia Maya di kelas VI SD Negeri 075024 Duria Balaki. Keterbatasan bacaan yang menarik mendorong pengembangan modul berbasis komik agar informasi mengenai keamanan di ruang digital dapat disajikan melalui perpaduan teks, ilustrasi, dan alur yang lebih komunikatif. Produk dikembangkan menggunakan metode Research and Development dengan model ADDIE melalui tahapan Analysis, Design, Development, Implementation, dan Evaluation. Kualitas produk ditelaah oleh ahli materi, bahasa, dan desain, kemudian digunakan dalam uji coba terhadap 6 peserta didik pada kelompok kecil dan 24 peserta didik pada uji lapangan. Data bersumber dari lembar validasi, angket respons, serta tes hasil belajar dan diolah secara deskriptif kuantitatif. Penilaian akhir mencapai 98% dari ahli materi, 96% dari ahli bahasa, dan 100% dari ahli desain. Respons penggunaan memperoleh 83% pada kelompok kecil dan meningkat menjadi 94% pada uji lapangan, sedangkan ketuntasan klasikal mencapai 83% dan 92% berdasarkan KKTP. Capaian tersebut menempatkan modul sebagai bahan ajar pendukung yang layak dan praktis untuk membantu pelaksanaan pembelajaran materi Aman di Dunia Maya.