This research is driven by the minimal utilization of digital learning media in Natural and Social Sciences (IPAS), which results in students' difficulties in understanding the abstract material of Biodiversity. This condition is further exacerbated by students' low enthusiasm for reading textbooks and their lack of engagement in the learning process, leading to suboptimal learning outcomes. The purpose of this study is to develop a gamification-based "Indonesia Kaya Hayati" IPAS Digital Comic media, as well as to test its validity and practicality. Utilizing the Research and Development (R&D) method with the ADDIE model, this research progresses through five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observation, interviews, documentation, expert validation questionnaires, and student response questionnaires. The research subjects involved media, material, and language experts, a grade 4 teacher, and 12 grade 4 students at SDN 1 Wates, Tulungagung Regency. The results showed that the developed digital comic obtained an average validity percentage of 89% (very valid category) and a practicality rate based on student responses of 89% (very practical category). This media is proven to be able to help students understand the concept of Biodiversity through visualization, story narratives, and engaging game elements. Thus, the gamification-based "Indonesia Kaya Hayati" IPAS Digital Comic media is declared very valid, practical, and suitable for use in IPAS learning for grade 4 elementary schools.
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