Roblox dan Pendidikan: Sebuah Kemungkinan atau Bahaya Bagi era Digital

Penulis

  • Karlina Karlina Pascasarjana, Universitas PGRI Palembang, Indonesia Author

Kata Kunci:

pendidikan digital, literasi digital, berbasis permainan, roblox, pendidikan perilaku siswa

Abstrak

Studi ini mengkaji peran ganda Roblox dalam pendidikan, menyoroti baik risikonya maupun potensi manfaatnya bagi siswa. Di satu sisi, Roblox dapat mengalihkan perhatian siswa dan mengurangi fokus akademik; di sisi lain, platform ini dapat mendorong kreativitas, kolaborasi, dan literasi digital jika digunakan dengan tepat. Penelitian ini menggunakan metode tinjauan literatur, mensintesis studi yang diterbitkan antara tahun 2010 dan 2024 tentang pendidikan digital, pembelajaran berbasis permainan, dan perilaku online siswa. Temuan menunjukkan bahwa Roblox dapat meningkatkan motivasi dan mendukung pemecahan masalah kreatif jika diintegrasikan dalam pendekatan pedagogis yang terstruktur. Namun, penggunaan yang berlebihan dan tanpa pengawasan dapat menyebabkan kecanduan digital, penurunan konsentrasi, dan paparan terhadap konten yang tidak sesuai. Keunikan penelitian ini terletak pada pembahasan komprehensifnya tentang Roblox sebagai media pembelajaran dalam konteks pendidikan abad ke-21 di Indonesia. Secara praktis, studi ini memberikan panduan bagi guru dan orang tua untuk mengatur waktu layar sambil memanfaatkan platform tersebut sebagai alat pendidikan yang konstruktif dan menarik.

 

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Diterbitkan

2026-03-01