Generative artificial intelligence creates new opportunities for teachers to develop instructional media more creatively, yet its educational use requires pedagogical and ethical competence as well as a structured process that preserves teachers’ professional decision-making. This community engagement program aimed to strengthen teachers’ competence in developing educational comics through the FsComicStudio Custom GPT workflow and to evaluate program achievement based on changes in competence and product outputs. The program employed a participatory approach combining demonstration, hands-on practice, product-oriented mentoring, and pretest-posttest evaluation. The analysis used 26 unique paired responses collected through a 22-item instrument covering five competency dimensions, complemented by participant-reported product status. The overall mean score increased from 2.59 to 3.81, with an average gain of 1.22; a paired-samples t-test indicated a significant difference, t(25) = 11.26, p < 0.001, with Cohen’s dz = 2.21. The largest improvement occurred in educational comic development, and 13 of 26 reported products or drafts were categorized as ready for instructional use. FsComicStudio-based mentoring therefore shows potential as a professional development model that connects AI competence with tangible instructional-media production while retaining teachers’ pedagogical control through structured decision points. Abstrak. Perkembangan kecerdasan buatan generatif membuka peluang bagi guru untuk mengembangkan media pembelajaran secara lebih kreatif, tetapi penggunaannya memerlukan kemampuan pedagogis, etis, dan mekanisme kerja yang tetap mempertahankan keputusan profesional guru. Kegiatan pengabdian ini bertujuan meningkatkan kemampuan guru dalam mengembangkan komik edukasi melalui pendampingan berbasis workflow Custom GPT FsComicStudio serta mengevaluasi ketercapaian program berdasarkan perubahan kompetensi dan keluaran produk. Kegiatan dilaksanakan menggunakan pendekatan partisipatif melalui demonstrasi, praktik langsung, pendampingan berbasis produk, dan evaluasi pretest-posttest. Analisis menggunakan 26 pasangan data unik dari instrumen 22 butir yang mencakup lima dimensi kompetensi, dilengkapi evaluasi status produk peserta. Rata-rata skor meningkat dari 2,59 menjadi 3,81 dengan gain rata-rata 1,22; uji t berpasangan menunjukkan perbedaan signifikan, t(25) = 11,26; p < 0,001, dengan Cohen’s dz sebesar 2,21. Peningkatan terbesar terjadi pada dimensi pengembangan komik edukasi, sedangkan dari 26 entri produk atau rancangan, 13 dilaporkan siap digunakan dalam pembelajaran. Pendampingan berbasis FsComicStudio menunjukkan potensi sebagai model pengembangan profesional yang menghubungkan kompetensi AI dengan produksi media pembelajaran sekaligus menyediakan tahapan keputusan yang tetap melibatkan kendali pedagogis guru.