EKSPLORASI LITERASI DIGITAL DAN PERKEMBANGAN BAHASA ANAK MELALUI PERMAINAN ROBLOX

Authors

  • Iis Nuraisah Jamil Universitas Perjuangan Tasikmalaya
  • Deni Chandra Universitas Perjuangan Tasikmalaya
  • Riga Zahara Nurani Universitas Perjuangan Tasikmalaya

DOI:

https://doi.org/10.23969/jp.v11i03.66502

Keywords:

Roblox, digital literacy, language development

Abstract

This study explores digital literacy and language development among elementary school children through Roblox gameplay. The research used a qualitative method with a case study approach. Participants consisted of four children aged 10–11 years who actively played Roblox, supported by four parents and two homeroom teachers. Data were collected through three rounds of observation, unstructured interviews with the children, structured interviews with parents and teachers, and documentation. Data analysis involved reduction, presentation, and conclusion drawing, while source triangulation was used to strengthen data credibility. The findings show that Roblox provides children with direct experience in operating digital technology, understanding game instructions and symbols, using game features independently, and seeking digital information through YouTube or peers when difficulties arise. In language use, Indonesian remained the main language, accompanied by regional language and English game-related vocabulary. The use of Roblox contributed to new vocabulary and opportunities to practice communication, particularly when children gave directions, asked for help, explained strategies, and collaborated with peers. However, exposure to less polite expressions was also found in one participant through interactions with other players. The study concludes that Roblox can provide positive experiences for digital literacy and language development when its use is proportional and accompanied by guidance from parents and teachers.

Downloads

Download data is not yet available.

References

Aprisal, F., & Apriliana, M. (2026). Albert Bandura's Social Learning Theory and Its Relevance in Modern Learning. Public Service: Jurnal Ilmu Sosial dan Pendidikan, 3(1), 47–55.

Kementerian Komunikasi dan Informatika Republik Indonesia. (2021). Panduan literasi digital Indonesia: Cakap digital, etika digital, budaya digital, dan keamanan digital. Jakarta: Kominfo.

Kurniawati, A., & Baroroh, L. (2022). Literasi digital pada siswa sekolah dasar di era teknologi. Jurnal Pendidikan Dasar, 7(1), 41–52.

Maharani, D., Putri, A., & Nugraha, R. (2024). Pemanfaatan Roblox sebagai media pembelajaran interaktif bagi generasi digital. Jurnal Inovasi Pendidikan, 6(1), 55–66.

Pratama, S., Ashari, M., Zulkarnain, S. A. B., & Sabrina, E. (2025). The importance of digital literacy in the world of education: Learning transformation in the digital era. JKIP: Jurnal Kajian Ilmu Pendidikan, 6(2), 554–561.

Pawitri, A., Mansoer, Z., & Mappapoleonro, A. M. (2025). Pemanfaatan penggunaan media digital yang aman dalam pendidikan anak usia dini. 8(1), 889–898.

Ramdhani, R., & Imanda, F. (2024). Pemanfaatan Roblox sebagai media kreativitas anak di era digital. Jurnal Teknologi Pendidikan, 12(1), 45–56.

Sinambela, D., Daulay, M. J., & Simanjuntak, N. K. (2025). Peran Bahasa Indonesia dalam ruang digital untuk menguatkan persatuan di era media sosial. 9, 30269–30273.

Sumarlam. (2003). Teori dan praktik analisis wacana. Surakarta: Pustaka Cakra.

UNESCO. (2021). Digital literacy framework for education. Paris: UNESCO.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Widina. (2024). Metode penelitian kualitatif. Bandung: CV Widina Media Utama.

Zakiyah, S., Hasibuan, N. H., Yasifa, A., Siregar, S. P., & Ningsih, O. W. (2024). Perkembangan anak pada masa sekolah dasar. DIAJAR: Jurnal Pendidikan dan Pembelajaran, 3(1), 71–79.

Downloads

Published

2026-09-04