This study aimed to develop the Sand Glass Game Media as a supporting medium for classical guidance services to help students understand time management. The study employed a Research and Development (R&D) method using the 4D development model, which was limited to the Define, Design, and Develop stages. The research subjects consisted of 22 sixth-grade students from Class VI-A at SDN 101873 Desa Baru. Data were collected through observations, interviews, a needs analysis questionnaire, media expert and material expert validation, as well as teacher and student response questionnaires. The data were analyzed using descriptive quantitative techniques. The results showed that the needs analysis yielded a percentage of 66.34%, indicating that students required supporting media. The 16-item needs analysis instrument was declared valid, with calculated r values ranging from 0.444 to 0.616, which were higher than the critical r value of 0.432, and reliable, with a Cronbach’s Alpha coefficient of 0.806. The media expert validation results yielded a percentage of 89.29%, while the material expert validation results reached 85.94%; both were categorized as highly valid. The practicality test yielded a percentage of 91.30% based on teacher responses and 88.16% based on student responses, both of which were categorized as highly practical. Therefore, the Sand Glass Game Media was considered valid and practical for use as a supporting medium in classical guidance services to help students understand time management. However, this study did not examine the causal effectiveness of the media in improving students’ time management skills. Therefore, future research is recommended to employ an experimental or quasi-experimental design with a larger and more diverse sample.