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Perception of Roblox game players toward interest in using Roblox Studio in the Karis Community (a community of female creators and developers in Roblox) Fatifah Farida; Ichwan Kurniawan; Anas Syaifudin
SENTRI: Jurnal Riset Ilmiah Vol. 5 No. 2 (2026): SENTRI : Jurnal Riset Ilmiah, Februari 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v5i2.5731

Abstract

The rapid development of digital technology has encouraged the emergence of interactive platforms that function not only as entertainment media but also as tools for learning and skill development. Roblox is a user-generated content gaming platform that allows users to play and create games through Roblox Studio. This study aims to analyze the perceptions of Roblox game players toward their intention to use Roblox Studio, focusing on members of the Karis Community, a community of female creators and developers on Roblox. This research applies the Technology Acceptance Model (TAM) as the conceptual framework, emphasizing perceived ease of use and perceived usefulness as determinants of behavioral intention to use technology. A quantitative explanatory approach was employed in this study. Data were collected through an online questionnaire distributed to Karis Community members who had experience using Roblox Studio. The research instrument was developed based on TAM constructs and measured using a five-point Likert scale. Data were analyzed using descriptive statistics and multiple linear regression analysis. The results indicate that perceived ease of use and perceived usefulness have a positive and significant effect on behavioral intention to use Roblox Studio. Perceived ease of use shows a stronger influence, indicating that ease in operating the platform encourages continued usage. Perceived usefulness also contributes significantly by demonstrating the benefits of Roblox Studio in supporting creativity and game development activities. These findings confirm the relevance of TAM in explaining technology acceptance within a creative community context.
Persepsi Penggunaan ChatGPT sebagai Alat Bantu Belajar Mata Kuliah Pemrograman di Institut Widya Pratama Lisatri Makna; Victorianus Aries Siswanto; Ichwan Kurniawan
Jurnal Teknologi Terpadu Vol 12 No 1 (2026): Juli, 2026
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v12i1.2630

Abstract

The development of artificial intelligence technology, particularly ChatGPT, has created new opportunities to support programming learning in higher education. However, studies examining students’ perceptions of ChatGPT as a support tool in programming courses remain limited, especially regarding ease of use, usefulness in completing assignments, dependency levels, and learning effectiveness. This condition indicates the need for a focused study to understand the role of ChatGPT in student learning contexts. Therefore, this study aims to analyze students’ perceptions of ChatGPT in programming learning at Institut Widya Pratama Pekalongan. This study employed a quantitative survey approach. Data were collected through questionnaires distributed to 91 students selected through purposive sampling and analyzed using validity and reliability tests and descriptive statistics. The results show that ChatGPT's ease of use received an average score of 81.31%, indicating strong agreement. The usefulness of ChatGPT in assisting with programming assignments reached 78.63%, categorized as agree. Student dependency on ChatGPT was 54.79%, categorized as neutral. Meanwhile, the effectiveness of ChatGPT usage reached 77.30%, categorized as agree. Overall, these results indicate that ChatGPT has potential as an effective support tool when used wisely.
EDUKASI DALAM PENGASUHAN ANAK USIA DINI DALAM PENGGUNAAN HANDPHONE BAGI ORANG TUA SISWA PAUD (PENDIDIKAN ANAK USIA DINI) AISYIYAH PURI KEDUNGWUNI KABUPATEN PEKALONGAN Ichwan Kurniawan; Eny Jumiati; Devi Sugianti
BESTIKOM Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2025)
Publisher : Bestikom: Jurnal Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Berdasarkan data dari datareportal.com tahun 2025 bahwa media online yang paling lama digunakan oleh pengguna di Indonesia adalah internet yaitu 7 jam 22 menit dalam 1 hari, hal ini dimungkinkan anak-anak usia dini dapat berpotensi ada didalamnya. Untuk itu, penting bagi orang tua dan guru di sekolah untuk dapat bijak dalam Pengasuhan Anak Usia Dini Dalam Penggunaan Handphone. PAUD Aisyiyah Puri Kedungwuni Kabupaten Pekalongan merupakan salah satu PAUD yang setiap bulan melakukan kegiatan parenting dengan orang tua siswa, namun saat ini belum pernah melakukan kegiatan parenting dengan tema bijak dalam Pengasuhan Anak Usia Dini Dalam Penggunaan Handphone. Berdasarkan analisis situasi di atas, akan dilakukan kegiatan pengabdian kepada masyarakat berupa Bijak Digital : Edukasi Pengasuhan Anak Usia Dini Dalam Penggunaan Handphone pada Anak Bagi Orang Tua Siswa PAUD Aisyiyah Puri Kedungwuni Kabupaten Pekalongan. Berdasarkan hasil Kuesioner, hasil dari kegiatan adalah Menambah pengetahuan orang tua siswa tentang bagaimana mengontrol penggunaan handphone pada anak-anak di lingkungan digital, dibuktikan dengan prosentase 47,62% setuju orang tua akan menggunakan fitur kontrol penggunaan handphone, selain itu hasil dari kegiatan ini dapat menambah pengetahuan orang tua dalam membuat kesepakatan pada anak dalam penggunaan handphone dibuktikan prosentase 57,14% sangat setuju, kemudian dapat menumbuhkan kesadaran pada orang tua untuk mendampingi tumbuh kembang anak dalam dunia nyata memberikan dampak yang lebih baik bagi anak dan orang tua, dibutkitkan dengan prosentase 61,90% sangat setuju.