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WHEN ENGAGING LEARNING IS NOT ENOUGH: EXPLORING THE ROLE OF RULE AND COMPLIANCE BASED CLASSROOM MANAGEMENT IN DISRUPTIVE CLASSROOMS Christabell Hasibuan; Ni Luh Sekar Astuti
Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora Vol 9 No 1 (2026): Ndrumi : Jurnal Ilmu Pendidikan dan Humaniora
Publisher : LPPM Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/ndrumi.v9i1.4645

Abstract

This study examines the limitations of engaging, experience-based learning in managing disruptive classrooms and explores how teachers respond through rule- and compliance-based classroom management. Using a qualitative literature review, the study synthesizes conceptual and empirical sources on disruptive behavior, meaningful learning, emotional safety, and structured classroom management. John Dewey’s experiential learning theory serves as the primary theoretical lens, particularly his emphasis on meaningful experience, continuity, and responsibility. The findings indicate that engaging learning can reduce disruption when activities are meaningful, well designed, and supported by a psychologically safe environment. However, engagement alone often fails when students lack self-discipline, learning awareness, and emotional regulation. In such contexts, clear rules, routines, supervision, and consistent consequences provide the stability necessary for responsible participation. The study refines Dewey’s framework through the concept of internal student capital and argues that effective classrooms require meaningful learning, emotional safety, and clear structure operating together.
CONSTRUCTIVE SCREEN TIME IN ROBLOX STUDIO: ADULT PERSPECTIVES AND CHILDREN’S LEARNING Sean Alistair Setiawan; Ni Luh Sekar Astuti
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i3.11665

Abstract

Screen time in childhood is often discussed primarily in terms of risk, restriction, and duration, while less attention is given to the educational potential of constructive digital engagement. This study examines whether Roblox Studio can function as a medium for positive screen time by exploring two linked perspectives: adults’ understanding of passive versus constructive screen time and children’s learning experiences while engaging with Prank Tower, a Roblox Studio game developed as a digital artifact. The study used an exploratory mixed-method design combined with a project-based digital artifact approach. Data were collected through online questionnaires from 23 parents or teachers and 31 student players aged 9 to 15. Quantitative responses were analyzed using descriptive statistics, while open-ended responses were examined through thematic analysis. The findings indicate that students experienced the game as enjoyable and challenging, and their self-reports suggested persistence after failure as well as perceived use of patience, timing, and problem-solving during gameplay. Adult respondents generally acknowledged that screen time can be beneficial, but many remained uncertain about how to distinguish constructive engagement from passive consumption. The study contributes to current debates on children’s media use by showing that screen time quality, digital task design, and adult guidance are central to understanding how digital platforms such as Roblox Studio may support constructive forms of engagement for Generation Alpha. ABSTRAK Waktu layar pada anak umumnya lebih sering dibahas dari sisi risiko, pembatasan, dan durasi penggunaan. Sementara itu, potensi edukatif dari keterlibatan digital yang bersifat konstruktif masih belum banyak mendapat perhatian. Penelitian ini bertujuan untuk mengeksplorasi kemungkinan pemanfaatan Roblox Studio sebagai bentuk bentuk keterlibatan digital yang konstruktif, dengan menelaah dua aspek yang saling berkaitan, yaitu pemahaman orang dewasa tentang perbedaan antara waktu layar pasif dan konstruktif serta pengalaman belajar anak saat memainkan Prank Tower, sebuah permainan yang dikembangkan sebagai artefak digital. Penelitian ini menggunakan pendekatan eksploratif dengan metode campuran yang dipadukan dengan pengembangan artefak digital berbasis proyek. Data diperoleh melalui kuesioner daring yang melibatkan 23 orang tua atau guru dan 31 siswa berusia 9 hingga 15 tahun. Data kuantitatif dianalisis secara deskriptif, sedangkan respons terbuka dianalisis menggunakan pendekatan tematik. Hasil penelitian menunjukkan bahwa siswa memandang permainan sebagai aktivitas yang menyenangkan sekaligus menantang. Mereka juga melaporkan adanya ketekunan setelah mengalami kegagalan, serta penggunaan kesabaran, pengaturan waktu, dan kemampuan pemecahan masalah selama bermain. Di sisi lain, responden dewasa pada umumnya mengakui bahwa waktu layar dapat memberikan manfaat, namun masih terdapat keraguan dalam membedakan keterlibatan yang bersifat konstruktif dengan konsumsi pasif. Temuan ini menegaskan bahwa kualitas waktu layar, desain aktivitas digital, dan pendampingan orang dewasa merupakan faktor penting dalam memahami bagaimana platform seperti Roblox Studio dapat dimanfaatkan untuk mendukung keterlibatan digital yang lebih bermakna bagi Generasi Alpha.