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The Effect of Roblox Game Playing Intensity on SMP Students' Learning Discipline Jasmine Triyas Sasongko; Dini Raihanuni; Intan Cahyani Putri; Inggrit Mantouw; Dewi Purnama Sari
Jurnal Sustainable Vol. 9 No. 2 (2026): July - December 2026 In Press
Publisher : Lembaga Penjaminan Mutu, IAIN Syaikh Abdurrahman Siddik Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32923/pqv9x912

Abstract

This study aims to explore how varying intensities of Roblox online gaming are experienced and manifested in the learning discipline of junior high school students in South Jakarta and South Tangerang. Employing a qualitative descriptive approach with a case study design, ten student informants from grades VII and VIII were selected through purposive sampling based on their active engagement with Roblox and their willingness to share their experiences. Data were collected through participant observation, structured interviews, and documentation, and trustworthiness was established through source, technique, and time triangulation. The data were analyzed using the Miles and Huberman interactive model, complemented by open, axial, and selective coding. The findings reveal that students with excessive gaming duration, ranging from four to eight hours daily, tended to exhibit academic procrastination, diminished concentration during classes, and physical fatigue attributed to sleep deprivation. Conversely, students with strong self-control and those supported by consistent parental supervision regarding gadget usage were able to maintain their academic responsibilities despite regular gaming engagement. These findings suggest that unregulated digital consumption tends to displace study time and undermine focus, whereas internal self-regulation and external parental control function as protective factors. Practically, this research recommends a synergistic supervision model between parents and educators to establish healthy digital boundaries and safeguard students' learning discipline.
Model Pembelajaran Pendidikan Pancasila Pada Kurikulum Merdeka Di SMP PGRI 1 Karang Tengah Dini Raihanuni; Jasmine Triyas Sasongko; Lina Marlina
LABIQA: Journal of Education and Learning Vol 1 No 2 (2026): LABIQA: Journal of Education and Learning
Publisher : PT LABIQA NASHA MULTIKARYA

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Abstract

Penelitian ini dilakukan untuk mengetahui bagaimana cara penerapan model pembelajaran Pendidikan Pancasila dalam Kurikulum Merdeka di SMP PGRI 1 Karang Tengah. Selain itu, penelitian ini juga bertujuan untuk memahami manfaat dan tantangan yang dihadapi guru dalam meningkatkan kemampuan berpikir kritis, kerja sama, dan partisipasi siswa dalam belajar di abad ke-21. Penelitian ini dilakukan dengan cara analisis deskriptif yang bersifat kualitatif. Data dari penelitian ini didapatkan lewat dokumentasi, wawancara, dan pengamatan. Wawancara dilakukan dengan guru Pendidikan Pancasila. Hasil penelitian ini menunjukkan bahwa model pembelajaran Pendidikan Pancasila dalam Kurikulum Merdeka berjalan dengan baik. Ini karena guru memiliki kebebasan dalam mengajar dan bisa menggunakan berbagai metode, seperti Pembelajaran Berbasis Proyek (PJBL) dan Pembelajaran Berbasis Masalah (PBL). Kedua model ini dapat meningkatkan partisipasi, aktivitas, komunikasi, kerja sama, dan kemampuan berpikir kritis siswa. Selain itu, memakai media pembelajaran digital dapat membuat suasana belajar jadi lebih interaktif dan menarik. Namun, ada beberapa masalah yang muncul, seperti perbedaan kemampuan di antara siswa dan kurangnya partisipasi siswa dalam belajar kelompok.