This study was motivated by the limited variety of instructional media used in Pancasila Education in Grade 4 at SD Negeri 14 Belanti Barat, which made learning less engaging and affected student participation. This study aims to develop board game-based instructional media for Pancasila Education that are valid, practical, and effective. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects included subject matter experts, media experts, language experts, a Grade 4 teacher, and 25 fourth-grade students at SD Negeri 14 Belanti Barat. Data were collected through observations, validation questionnaires, teacher and student response questionnaires, and learning outcome tests. The data were analyzed using descriptive quantitative and qualitative methods. The results showed that the board game-based instructional media were classified as highly valid, with an average validation score of 94.3%. The practicality test yielded a teacher response score of 97.85% and a student response score of 98.24%, indicating that the media were highly practical. The effectiveness test showed an increase in the average learning outcomes from 64.4 on the pre-test to 93.6 on the post-test, indicating that the media were highly effective. Therefore, the board game-based instructional media are suitable for use in Grade 4 Pancasila Education at SD Negeri 14 Belanti Barat and can serve as an engaging, interactive, and meaningful alternative to conventional instructional media.