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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.
Effects of Scratch Gamification with MDA on Students’ Engagement and Learning Outcomes Agustinus Sembiring; Heni Jusuf; Handri Santoso
Formosa Journal of Computer and Information Science Vol. 5 No. 1 (2026): March 2026
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjcis.v5i1.16434

Abstract

This study aims to examine the effect of Scratch-based gamification using the MDA (Mechanics–Dynamics–Aesthetics) model on students’ engagement and learning outcomes in primary education. A quasi-experimental method with a pretest–posttest design was applied to 115 students. Data were collected through tests and questionnaires and analyzed using paired sample t-tests and descriptive analysis. The results showed a significant improvement in learning outcomes, with a mean pretest score of 56.84 and posttest score of 71.03 (t = -26.57; p < 0.001). In addition, students’ engagement was categorized as high (mean = 3.73). These findings indicate that Scratch-based gamification integrated with the MDA model is effective in improving learning quality.