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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.
Masyarakat Melek Digital: Edukasi Anti-Scam Belanja Online Mulyanti Suhartini , Andi; Indra Jaya, Kurniawan; Jariyatin , Nurul; Septiani, Devi
Jurnal Pengabdian Masyarakat Universitas Lamappaoleonro Vol 4 No 2 (2026): Jurnal Pengabdian Masyarakat Universitas Lamappapoleonro
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Lamappapoleonro

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

Abstract

Pesatnya pertumbuhan teknologi digital telah mendorong masyarakat pedesaan untuk aktif menggunakan platform belanja online dan media sosial untuk transaksi sehari-hari. Namun, peningkatan adopsi digital ini tidak selalu disertai dengan kesadaran keamanan digital yang memadai, sehingga masyarakat rentan terhadap penipuan belanja online. Di Desa Pagerwesi, banyak warga khususnya ibu rumah tangga atau kader aktif berbelanja online tetapi masih kurang memiliki pengetahuan dan keterampilan yang memadai terkait keamanan digital dan pencegahan penipuan. Program ini diimplementasikan menggunakan pendekatan pendidikan partisipatif, termasuk sesi konseling, diskusi interaktif, studi kasus, dan simulasi transaksi penipuan. Evaluasi dilakukan melalui instrumen pretest dan post test untuk mengukur pemahaman peserta tentang keamanan digital, deteksi phishing, serta praktik transaksi yang aman,. Observasi dan evaluasi interaktif juga digunakan untuk mendukung temuan kuantitatif. Evaluasi ini melibatkan 16 peserta dan menunjukkan peningkatan pada tingkat literasi digital. Skor pra-tes rata-rata meningkat dari 85% menjadi 95,625% pada pasca-tes, menunjukkan peningkatan sebesar 10,625%. Peserta menunjukkan peningkatan pemahaman tentang konsep keamanan belanja online, deteksi phishing dan ancaman digital, prosedur transaksi yang aman. Program ini membuktikan bahwa pendidikan literasi digital partisipatif secara efektif memperkuat kesadaran dan ketahanan masyarakat terhadap penipuan belanja online. Saran selanjutnya, program ini merekomendasikan pendidikan literasi digital berkelanjutan melalui kegiatan desa, serta pemberdayaan kader lokal