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.
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