Claim Missing Document
Check
Articles

Found 12 Documents
Search

Mapping the global landscape of Roblox-based learning research in a bibliometric analysis Trisniawati, Trisniawati; Rhosyida, Nelly; Kuncoro, Krida Singgih; Septiani, Devi; Sulistyowati, Fitria; Kusumaningrum, Betty; Erlangga, Sony Yunior; Setyawan, Dhimas Nur; Sain, Zohaib Hassan
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.21333

Abstract

Roblox has emerged as a prominent platform-based learning environment that bridges gamification, immersive virtual worlds, and interactive pedagogies. Despite its growing adoption in educational contexts, the global research landscape on Roblox Education has not yet been systematically mapped. This study aims to analyze the structure, dynamics, and thematic evolution of scholarly publications related to Roblox-based learning within the Scopus database from 2020 to 2025. Using a bibliometric approach supported by performance analysis and science mapping techniques in Biblioshiny, this study examines 37 documents indexed in 26 sources, involving 214 authors and an annual growth rate of 58.49%. The findings reveal high collaboration intensity (8.78 co-authors per document) and considerable academic influence, with an average of 69.97 citations per publication. Korea, the United States, Indonesia, India, Spain, and China emerged as leading contributors to the field. Science mapping shows four dominant thematic structures: (i) metaverse and virtual reality as motor themes; (ii) Roblox, education, artificial intelligence, and e-learning as basic themes; (iii) educational alternatives and niche digital environments as highly developed but isolated themes; and (iv) emerging or declining themes, including avatars, computational theory, and video games. Trend analysis indicates a strong shift from conventional e-learning toward immersive, metaverse-driven, and game-based pedagogies between 2022 and 2024. Reference spectroscopy highlights 2020–2023 as a pivotal period marked by rapid theoretical expansion following global pandemic-related digitization. Overall, the findings demonstrate that Roblox Education represents a rapidly maturing and multidisciplinary research domain, with substantial potential to support experiential learning, digital creativity, and the remediation of learning loss. Implications for future research include the integration of adaptive AI, immersive assessment frameworks, and curriculum-level adoption of platform-based learning.
The Effects of Halal Certification and Halal Awareness on Purchase Intention of Halal Food Products in Indonesia Septiani, Devi; Ridlwan, Ahmad Ajib
Indonesian Journal of Halal Research Vol. 2 No. 2 (2020): August
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ijhar.v2i2.6657

Abstract

Halal has become part of life worldwide, and the service demand is advancing on a big scale in the industrial and economic frame. This study aims to determine the effects of halal certification and customers' halal awareness of the intention to purchase halal food products. This study belongs to the quantitative type with samples of 105 Muslim respondents. Accidental sampling is applied to sampling data. Four-point Likert scale questionnaire is utilized in data collecting which is analyzed with multiple linear regression techniques using SPSS 23 program. The results of this study indicate that halal certification variables and halal awareness both partially have positive effects on purchase intentions of halal food products. Meanwhile, the two variables simultaneously, halal certification and halal awareness, also positively influence the intention to purchase halal food products.