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Civic Integrative Teacher Competence (CITeC): Mapping Competencies to Strengthen Elementary Students’ Digital Citizenship Hamidaturrohmah Hamidaturrohmah; Muh. Muhaimin
Pendekar: Jurnal Pendidikan Berkarakter Vol 9, No 1 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v9i1.38389

Abstract

Abstract: Strengthening elementary students’ civic character in the digital era is a major challenge in Pancasila education or PKn. This study maps teacher competencies that support the development of students’ civic knowledge, attitudes, and skills through classroom instructional practices. A Systematic Literature Review (SLR) was conducted on 25 national and international articles published from 2019 to 2026 using a structured literature synthesis matrix as the data analysis instrument. Thematic analysis was used to identify patterns and classify teacher competencies. Findings show that the five core teacher competencies pedagogical, professional, social, personal, and digital have evolved into seven key competencies: civic pedagogic, contextual professional, socio-personal, 21st-century skills, digital pedagogic, democratic socio-emotional, and collaborative civic ecosystem. These competencies are integrated into the Civic Integrative Teacher Competence (CITeC) framework, which emphasizes that strengthening students’ civic character occurs through contextual learning, a democratic classroom climate, positive social interaction, and ethical technology use. The CITeC framework provides a basis for designing participatory and reflective strategies, models, and approaches in Pancasila education that are relevant to students’ needs in the digital era.Abstrak: Penguatan karakter kewargaan murid sekolah dasar di era digital menjadi tantangan utama dalam pembelajaran Pendidikan Pancasila atau PKn. Penelitian ini memetakan kompetensi guru yang mendukung pengembangan pengetahuan, sikap, dan keterampilan kewargaan murid melalui praktik pembelajaran di kelas. Metode penelitian menggunakan Systematic Literature Review (SLR) terhadap 25 artikel nasional dan internasional yang diterbitkan antara 2019–2026 dengan bantuan matriks sintesis literatur sebagai perangkat analisis data. Analisis tematik diterapkan untuk mengidentifikasi pola dan mengklasifikasikan kompetensi guru. Hasil penelitian menunjukkan bahwa lima kompetensi inti guru pedagogik, profesional, sosial, kepribadian, dan digital berevolusi menjadi tujuh kompetensi utama: pedagogis kewargaan, profesional kontekstual, sosial-kepribadian, keterampilan abad ke-21, pedagogis digital, sosial-emosional demokratis, dan kolaboratif ekosistem kewargaan. Ketujuh kompetensi ini terintegrasi dalam kerangka Civic Integrative Teacher Competence (CITeC), yang menekankan bahwa penguatan karakter kewargaan murid berlangsung melalui pembelajaran kontekstual, iklim kelas demokratis, interaksi sosial positif, dan pemanfaatan teknologi secara etis. Kerangka CITeC menjadi dasar perancangan strategi, model, dan pendekatan pembelajaran Pancasila yang partisipatif, reflektif, dan relevan dengan kebutuhan murid di era digital. 
Development of Gamification Based Digital Comic Media for Pancasila Education in Elementary Schools Nisrina Aura Andisa; Hamidaturrohmah Hamidaturrohmah
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 12 No. 2 (2026): Vol. 12 No.2 Juni 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v12n02.p148-163

Abstract

This study aimed to develop a gamification-based digital comic as a learning medium for Pancasila Education for third-grade elementary school students and to determine its feasibility for use in learning. The study employed a Research and Development (R&D) approach using the 4D model, which consists of the define, design, develop, and disseminate stages. However, this research was conducted only up to the develop stage. The study was carried out at SDN 6 Tahunan and involved media experts, content experts, teachers, and third-grade students. Data were collected through observations, interviews, and questionnaires and were analyzed using descriptive quantitative techniques. The results showed that the gamification-based digital comic achieved a feasibility score of 83% from media experts and 85% from content experts, both of which were categorized as highly feasible. Teacher responses reached 82% and were also categorized as highly feasible, while student responses reached 76.04% and were categorized as feasible. The developed medium integrates contextual stories, visual illustrations, and gamification elements, such as points, challenges, and rewards, to create a more engaging and interactive learning experience. These findings indicate that the gamification-based digital comic meets the criteria of content suitability, visual presentation, language appropriateness, and ease of use. Therefore, it can serve as an innovative alternative learning medium for Pancasila Education in elementary schools
Pemberdayaan Guru Sekolah Dasar melalui Implementasi Smart EduFitKids untuk Mendukung Perkembangan Motorik Anak dan Literasi Kesehatan Abdullah Efendi; Nadia Annisa Maori; DS Drajad Wibowo; Hamidaturrohmah Hamidaturrohmah; Santi Andriyani; Noor Azizah
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 6 No. 1 (2026): Agustus 2026
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuaj.abdimas.v6i1.393

Abstract

The low levels of students’ motor skills and health literacy at SDN 03 Krapyak are influenced by the limited use of technology in Physical Education, Sports, and Health (PJOK) instruction and the insufficient integration of health literacy into learning activities. This community service program aimed to enhance teachers’ competencies through the use of the Smart EduFitKids application as a learning medium to support students’ motor skill development and health literacy. The program employed a service-learning approach consisting of socialization, training, mentoring, and evaluation stages. A needs assessment was conducted through observations and interviews. The program involved 12 participants, including the principal, teachers, and educational staff. Program evaluation was conducted using a Likert-scale questionnaire, and the data were analyzed descriptively. The results showed that 90% of participants reported that the program improved their understanding of designing technology-based PJOK instruction. In addition, 89% of participants indicated that the training and mentoring activities enhanced their ability to utilize digital technology to support health literacy, while 89% agreed that the Smart EduFitKids application facilitated the integration of motor learning, healthy lifestyle habits, and digital monitoring of student development. These percentages were derived from satisfaction and program-benefit questionnaires completed by all participants. Overall, the program contributed to improving teachers’ competencies and supported the enhancement of students’ motor skills and health literacy in elementary schools.
PENGEMBANGAN MEDIA SMART EDUCULTURE UNTUK MENINGKATKAN KARAKTER KEWARGAAN SISWA SEKOLAH DASAR Meila Rizka Rahmawati; Hamidaturrohmah Hamidaturrohmah
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i3.14171

Abstract

Strengthening civic character in elementary schools plays a vital role in fostering students who are responsible, caring, tolerant, and actively engaged in social life. This study aimed to develop Smart Educultur, an Android-based learning media utilizing a game-based learning approach to enhance the civic character of fourth-grade elementary school students. The study employed a Research and Development (R&D) method using the ADDIE development model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The participants were 10 fourth-grade students from SDN 3 Jambu, Jepara, selected through purposive sampling. Data were collected using material expert validation sheets, media expert validation sheets, student response questionnaires, and civic character observation sheets. The results indicated that Smart Educultur achieved feasibility scores of 91% from material experts and 88% from media experts, both categorized as highly feasible. The effectiveness test yielded an average N-Gain score of 0.72, indicating a high level of effectiveness, while 50% of the students demonstrated good to very good civic character after using the learning media. These findings suggest that Smart Educultur is a feasible and effective interactive learning medium for strengthening civic character in elementary schools. However, this study was limited by its small sample size and implementation in a single school. Future studies are recommended to involve larger and more diverse samples to examine the effectiveness of the media across different educational contexts. ABSTRAK Penguatan karakter kewargaan di sekolah dasar berperan penting dalam membentuk peserta didik yang bertanggung jawab, peduli, toleran, dan aktif dalam kehidupan bermasyarakat. Penelitian ini bertujuan mengembangkan media pembelajaran Smart Educultur berbasis Android dengan pendekatan game-based learning untuk meningkatkan karakter kewargaan siswa kelas IV sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 10 siswa kelas IV SDN 3 Jambu, Jepara yang dipilih menggunakan teknik purposive sampling. Data dikumpulkan melalui validasi ahli materi, validasi ahli media, angket respons siswa, dan lembar observasi karakter kewargaan. Hasil penelitian menunjukkan bahwa media Smart Educultur memperoleh tingkat kelayakan sebesar 91% dari ahli materi dan 88% dari ahli media dengan kategori sangat layak. Uji efektivitas menghasilkan nilai rata-rata N-Gain sebesar 0,72 (kategori tinggi), disertai peningkatan karakter kewargaan yang ditunjukkan oleh 50% siswa mencapai kategori baik hingga sangat baik setelah menggunakan media. Temuan ini menunjukkan bahwa Smart Educultur layak dan efektif sebagai media pembelajaran interaktif untuk memperkuat karakter kewargaan. Penelitian ini masih terbatas pada jumlah sampel yang kecil dan satu lokasi penelitian sehingga diperlukan penelitian lanjutan dengan cakupan yang lebih luas.