General Background Mastering morphological structures constitutes a fundamental linguistic skill in elementary language education. Specific Background Grade IV students frequently experience difficulties applying the Indonesian prefix me- (meN-) accurately due to complex morphophonemic rules, particularly the contextual deletion of specific initial consonants. Knowledge Gap Traditional grammar instruction often fails to provide interactive frameworks that allow young learners to systematically discover and correct these complex morphological patterns. Aims This classroom implementation investigates the integration of guided discovery, cooperative learning, and contextual digital word games to optimize structural accuracy in prefix application. Results Following an intervention involving twenty-one students, the class achieved an average final score of 84.79, with 90.5 percent of participants successfully meeting the targeted mastery criterion. The ability to identify root words recorded the highest performance metric at 3.81 out of 4.00, although creative sentence construction remained below the desired threshold at 2.90. Novelty Fusing digital gamification with peer-assisted discovery learning uniquely shifts morphophonemic instruction from passive rote memorization to active, contextualized pattern recognition. Implications Deploying this multimodal pedagogical strategy provides educators with a highly engaging framework to secure foundational morphological competence, though supplementary open-ended tasks are necessary to fully foster linguistic creativity. Highlights: The integration of digital gamification and peer collaboration raised the average morphological mastery score to 84.79. Over 90 percent of participating learners successfully met the established academic proficiency criterion for structural accuracy. While root word identification achieved peak metrics, creative sentence construction requires further open-ended instructional support. Keywords: Discovery Learning, Cooperative Learning, Morphological Competence, Elementary Education, Digital Gamification