PERSEPSI ROBLOX UNTUK MENGEMBANGKAN LITERASI DIGITAL ISLAMI PADA SISWA KELAS II SDIT
DOI:
https://doi.org/10.51878/edutech.v5i4.7864Keywords:
Persepsi Siswa, Pemanfaatan Roblox, Literasi Digital, Pembelajaran Berbasis Game, Sekolah DasarAbstract
ABSTRACT
The background of this research stems from the increasing use of game-based learning in elementary schools, although it is still unknown how students assess its benefits and its impact on their digital literacy skills. This study aims to determine students’ perceptions of the use of the Roblox platform in developing digital literacy at SDIT Al Ihsan Colomadu in 2025. This study employs a descriptive quantitative approach. Data were collected through closed-ended questionnaires distributed to all fifth-grade students and through classroom observations conducted while the teacher implemented Roblox-based learning. The sampling technique used was total sampling, considering the relatively small student population. The data were analyzed using descriptive statistics to describe the frequency, percentage, mean, and standard deviation of students’ perceptions. The results indicate that most students have positive perceptions of using Roblox as a fun and interactive learning tool that helps them understand digital literacy concepts, especially in collaboration, communication, and online safety. The implications of this study suggest that Roblox can serve as an alternative medium to strengthen digital literacy competencies at the elementary school level through contextual and experience-based learning.
ABSTRAK
Latar belakang penelitian ini berangkat dari meningkatnya penggunaan game-based learning di sekolah dasar, namun belum diketahui bagaimana siswa menilai manfaat serta dampaknya terhadap kemampuan literasi digital mereka. Penelitian ini bertujuan untuk mengetahui persepsi siswa terhadap pemanfaatan platform Roblox dalam mengembangkan literasi digital di SDIT Al Ihsan Colomadu pada tahun 2025. Penelitian ini menggunakan pendekatan kuantitatif deskriptif. Data dikumpulkan melalui angket tertutup yang dibagikan kepada seluruh siswa kelas V dan observasi kelas ketika guru mempraktikkan pembelajaran berbasis Roblox. Teknik pengambilan sampel dilakukan dengan total sampling, mengingat jumlah populasi siswa yang relatif kecil. Data dianalisis menggunakan statistik deskriptif untuk menggambarkan frekuensi, persentase, rata-rata, dan simpangan baku persepsi siswa. Hasil penelitian menunjukkan bahwa sebagian besar siswa memiliki persepsi positif terhadap penggunaan Roblox sebagai sarana pembelajaran yang menyenangkan, interaktif, dan membantu mereka memahami konsep literasi digital, terutama dalam kerja sama, komunikasi, dan keamanan online. Implikasi penelitian ini menunjukkan bahwa Roblox dapat dijadikan media alternatif untuk memperkuat kompetensi literasi digital di tingkat sekolah dasar melalui pembelajaran yang kontekstual dan berbasis pengalaman.
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