PENGEMBANGAN MEDIA KOMIK "KERJASAMA DI LINGKUNGANKU" SEBAGAI SARANA INTERNASIONAL NILAI KARAKTER PADA PEMBELAJARAN PENDIDIKAN PANCASILA KELAS IV SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v11i03.56643Keywords:
comic media, character values, Pancasila Education, Research and Development, elementary schoolAbstract
In order to teach character qualities in fourth-grade children of SDN 008/IX Tanjung on Pancasila Education material with the theme "Cooperation in My Environment," this project attempts to create comedic media. Research and development (R&D) using a 4D development paradigm (Define, Design, Development, Disseminate) is the approach. Three digital platforms NextG Toon Maker, Gemini AI, and Canva were used in the creation process. Nineteen fourth-graders served as the trial subjects. Observation sheets, teacher response questionnaires, and expert validation questionnaires were used as data gathering tools. According to the evaluation of material experts (90%–100%), media experts (87.5%–95%), and language experts (100%), the validation findings indicated that comics fell into the extremely practical category. With a very practical category, the practicality level achieved a percentage of 95.83%. With an average score of 4.00, which falls into the highly effective category, the effectiveness level achieved is 100%. Without the use of technology, this printed comic has demonstrated the ability to help pupils internalize strong character characteristics and translate the abstract idea of mutual cooperation into tangible forms. The study came to the conclusion that the comic medium created is workable, useful, and efficient for use in primary school Pancasila Education instruction.
Downloads
References
1. Andriani, R., & Suratman, A. (2021). Media pembelajaran berbasis android untuk meningkatkan motivasi dan hasil belajar siswa. Jurnal Analisa, 7(1), 56–65.
2. Christina, L., Ginting, B., Murron, F. S., Fitriani, A. D., Mufliva, R., Rahmawati, E., & Somantri, M. (2025). Development of comic character as a media to foster caring and responsibility for children. IRJMS, 6(1), 1451–1462.
3. Fayrus, & Slamet, A. (2022). Model penelitian pengembangan (R&D). Penerbit Akademia.
4. Hamdani, A., & Halimah, L. (2023). Implementasi budaya sekolah untuk menumbuhkan nilai-nilai karakter siswa sekolah dasar di SDN Cinanggerang I Kabupaten Sumedang. PENDAS: Primary Education Journal, 4(2), 128–134.
5. Jatmiko, G. A., Illfiandra, & Riyana, C. (2020). Application of educational comics about academic integrity in elementary school students. Prosiding ICEPP 2019, 399, 2011–2014.
6. Nizar, A. R., Satriani, A., Putra, Z., Chilmi, A., Anggriani, F. L., & Damayanti, Z. A. (2025). Strategi pengembangan karakter siswa sekolah dasar di luar jam sekolah: Peran guru dan orang tua dalam era digital. Nusantara Educational Review, 3(1), 44–50.
7. Pawitra, L. S., & Kusumadewi, R. F. (2025). Pengembangan media komik digital edukatif untuk pemahaman konsep matematika. Jurnal Pendidikan, 3(April), 91–98.
8. Puspitasari, W. D., & Rodiyana, R. (2022). Comic media in learning of elementary schools: Systematic literature review. Jurnal Pendidikan Dasar.
9. Ramadani, A., Arfi, R. K., & Suriani, A. (2025). Penggunaan media gambar dalam proses pembelajaran siswa kelas IV sekolah dasar. Jurnal Pendidikan Dasar, 3.
10. Rina, N., Suminar, J. R., Damayani, N. A., & Hafiar, H. (2020). Character education based on digital comic media. International Journal of Interactive Mobile Technologies, 14(3), 107–127.
11. Sari, P. K., & Putri, N. R. (2025). Pixton digital comic media in PPKN lessons to improve the character profile of Pancasila students. Jurnal Pendidikan, 9(1), 125–135.
12. Saputro, H. B., & Soeharto. (2015). Pengembangan media komik berbasis pendidikan karakter pada pembelajaran tematik-integratif kelas IV SD. Prima Edukasia, 3(3), 61–72.
13. Septiarini, F. K., Rakhmawati, D., & Dwajayanti, I. (2023). Pengembangan media pembelajaran komik digital berbasis nilai karakter mandiri materi pengukuran sudut pada siswa kelas IV sekolah dasar. Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 9(2), 2730–2740.
14. Siregar, N. (2022). Implementasi nilai dan sikap serta semangat entrepreneur untuk memecahkan masalah sumber daya manusia di sekolah. EDUKATIF: Jurnal Ilmu Pendidikan, 4(1), 185–194.
15. Sulistiyowati, D., & Aini, N. (2025). Pengaruh metode game based learning (GBL) terhadap hasil belajar peserta didik kelas V mata pelajaran Pendidikan Pancasila. Action Research Journal Indonesia, 76.
16. Susanto, A., Layyina, P. F., Huzairah, N. S., & Rahmadani, N. Z. (2025). Analisis media pembelajaran kelas dalam konteks Pendidikan Agama Islam: Pengertian, fungsi, prinsip, dan klasifikasinya. Jurnal Pendidikan Islam, 2, 369–373.
17. Yuliani, M., Habibi, M. R., & Heni, S. (2022). Penanaman nilai-nilai karakter siswa SD melalui pembelajaran IPS di Sekolah Dasar Negeri 1 Lenek Kecamatan Lenek Lombok Timur. Jurnal Ilmu Sosial, Agama, Budaya dan Terapan, 2(3), 208–213.
18. Pawitra, L. S., & Kusumadewi, R. F. (2025). Pengembangan media komik digital edukatif untuk pemahaman konsep matematika. Jurnal Pendidikan, 3(April), 91–98.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.