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Effectiveness of Roblox-Based Metaverse Learning Media in Enhancing Digital Literacy among Primary School Students in Technology-Limited Areas Agustinus Sembiring; Heni Jusuf; Handri Santoso
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.593

Abstract

Background: The development of metaverse technology has opened up new opportunities in education, particularly through interactive platforms such as Roblox. However, most previous research has focused on schools with adequate technological access, leaving a gap in the implementation of the metaverse in areas with limited technology.Aims: This study examines the effectiveness of Roblox-based metaverse learning media in enhancing digital literacy among primary school students in technology-limited regions, contributing to inclusive digital learning strategies.Methods: The study employed a mixed-method approach with a quasi-experimental pretest–posttest design involving 118 students. A quantitative instrument in the form of a Likert-scale questionnaire was used to measure digital literacy, while qualitative data were obtained through open-ended interviews and documentation. The analysis was conducted using a paired sample t-test along with thematic analysis to enrich the interpretation of the results.Results: Quantitative findings show a significant improvement in digital literacy scores (t = -2.144; p = 0.034), with all five dimensions scoring above 3—especially Educational Game Evaluation (Mean = 3.464) and Attitudes and Perceptions (Mean = 3.451). Qualitative results reveal enthusiasm, engagement, and improved understanding of digital content. However, limited devices and unstable internet may reduce the consistency of students’ engagement.Conclusion: This study demonstrates that Roblox, as a metaverse-based learning medium, can be effectively adapted in elementary schools with limited technology. These findings underscore the importance of developing more adaptive learning media, providing clear instructions, and implementing educational policies that support equitable access to technology.
Mapping Research Trends on Metaverse-Based Multisensory Learning for Dyslexia: A Bibliometric Study Handoko Handoko; Heni Jusuf
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.600

Abstract

Background: Research on immersive and multisensory learning for dyslexia has expanded alongside the development of augmented reality (AR), virtual reality (VR), extended reality (XR), and metaverse-based learning environments. These technologies offer promising opportunities to enhance learner engagement, accessibility, and literacy development. However, existing studies remain largely technology-oriented and conceptually fragmented, with limited efforts to synthesize multisensory, embodied, and affective learning principles into coherent pedagogical frameworks specifically designed for learners with dyslexia.Aims: This study maps research trends, thematic structures, and conceptual orientations in immersive and metaverse-based multisensory learning for dyslexia, and identifies research gaps that hinder the development of theory-driven instructional models.Methods: A descriptive bibliometric analysis was conducted on Scopus-indexed publications from 2020–2025. After screening, 54 studies were analyzed using keyword frequency and co-occurrence mapping, using VOSviewer to visualize to visualize conceptual relationships and thematic patterns.Results: The analysis reveals a gradual shift from technology-centered assistive tools toward increasing attention to learner engagement, inclusive design, the use of artificial intelligence, and pedagogical considerations. Nevertheless, key learning principles such as multisensory input, metaphor-based learning, embodied interaction, and affective support are mostly implemented as isolated design features rather than integrated instructional components.Conclusion: The findings suggest that metaverse-based learning systems are still predominantly conceptualized primarily as technological infrastructures rather than holistic learning ecosystems. This fragmentation indicates a significant need for integrated pedagogical frameworks that systematically combine multisensory, embodied, cognitive, and affective learning dimensions within immersive educational environments for learners with dyslexia.