PENGEMBANGAN PEMBELAJARAN DIGITAL PPKN BERBASIS KEWARGAAN DIGITAL: MUATAN ETIKA BERMEDIA SOSIAL DAN BUDAYA ANTI-PERUNDUNGAN BAGI SISWA SEKOLAH DASAR
Abstract
Elementary students' participation in digital spaces has not always been accompanied by ethical communication, privacy awareness, and safe responses to cyberbullying. This study examined the feasibility of digital citizenship-based Civic Education digital learning for social media ethics and an anti-bullying culture. Research and development using the ADDIE model was focused on analysis, design, and development. A needs analysis involved 30 fifth-grade students and one teacher at an elementary school in Serang, Banten. Three experts validated the content, learning media, and digital citizenship and character components. The combined feasibility score reached 89.89%, comprising 88.69% for content, 90.00% for media, and 90.97% for digital citizenship and character; all were highly valid. Revisions improved terminology, contextual cases, empathy, navigation, multimedia, and scenario-based assessment. The product was feasible for a limited trial, although its practicality and behavioral effectiveness require further empirical testing.
Partisipasi siswa sekolah dasar dalam ruang digital belum selalu disertai kemampuan berkomunikasi secara etis, menjaga privasi, dan merespons perundungan siber secara aman. Penelitian ini bertujuan menganalisis kelayakan digital learning PPKn berbasis kewargaan digital untuk etika bermedia sosial dan budaya anti-perundungan. Penelitian dan pengembangan menggunakan model ADDIE yang difokuskan pada tahap analisis, perancangan, dan pengembangan. Analisis kebutuhan melibatkan 30 siswa kelas V dan seorang guru pada salah satu sekolah dasar di Serang, Banten. Tiga ahli memvalidasi komponen materi, media pembelajaran, serta kewargaan digital dan karakter. Rata-rata kelayakan gabungan mencapai 89,89%, terdiri atas materi 88,69%, media 90,00%, serta kewargaan digital dan karakter 90,97%; seluruhnya berkategori sangat valid. Revisi memperbaiki istilah, kasus kontekstual, empati, navigasi, multimedia, dan asesmen berbasis skenario. Produk dinyatakan layak untuk uji coba terbatas, sedangkan kepraktisan dan efektivitas perilakunya masih memerlukan pengujian empiris.
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DOI: https://doi.org/10.17509/e.v25i3.105559
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