CONSTRUCTIVE SCREEN TIME IN ROBLOX STUDIO: ADULT PERSPECTIVES AND CHILDREN’S LEARNING

Authors

  • Sean Alistair Setiawan Cendekia Harapan School, Bali
  • Ni Luh Sekar Astuti Cendekia Harapan School, Bali

DOI:

https://doi.org/10.51878/learning.v6i3.11665

Keywords:

Waktu Layar Konstruktif, Roblox Studio, Mediasi Dewasa, Pembelajaran Berbasis Permainan, Generasi Alpha

Abstract

Screen time in childhood is often discussed primarily in terms of risk, restriction, and duration, while less attention is given to the educational potential of constructive digital engagement. This study examines whether Roblox Studio can function as a medium for positive screen time by exploring two linked perspectives: adults’ understanding of passive versus constructive screen time and children’s learning experiences while engaging with Prank Tower, a Roblox Studio game developed as a digital artifact. The study used an exploratory mixed-method design combined with a project-based digital artifact approach. Data were collected through online questionnaires from 23 parents or teachers and 31 student players aged 9 to 15. Quantitative responses were analyzed using descriptive statistics, while open-ended responses were examined through thematic analysis. The findings indicate that students experienced the game as enjoyable and challenging, and their self-reports suggested persistence after failure as well as perceived use of patience, timing, and problem-solving during gameplay. Adult respondents generally acknowledged that screen time can be beneficial, but many remained uncertain about how to distinguish constructive engagement from passive consumption. The study contributes to current debates on children’s media use by showing that screen time quality, digital task design, and adult guidance are central to understanding how digital platforms such as Roblox Studio may support constructive forms of engagement for Generation Alpha.

ABSTRAK

Waktu layar pada anak umumnya lebih sering dibahas dari sisi risiko, pembatasan, dan durasi penggunaan. Sementara itu, potensi edukatif dari keterlibatan digital yang bersifat konstruktif masih belum banyak mendapat perhatian. Penelitian ini bertujuan untuk mengeksplorasi kemungkinan pemanfaatan Roblox Studio sebagai bentuk bentuk keterlibatan digital yang konstruktif, dengan menelaah dua aspek yang saling berkaitan, yaitu pemahaman orang dewasa tentang perbedaan antara waktu layar pasif dan konstruktif serta pengalaman belajar anak saat memainkan Prank Tower, sebuah permainan yang dikembangkan sebagai artefak digital. Penelitian ini menggunakan pendekatan eksploratif dengan metode campuran yang dipadukan dengan pengembangan artefak digital berbasis proyek. Data diperoleh melalui kuesioner daring yang melibatkan 23 orang tua atau guru dan 31 siswa berusia 9 hingga 15 tahun. Data kuantitatif dianalisis secara deskriptif, sedangkan respons terbuka dianalisis menggunakan pendekatan tematik. Hasil penelitian menunjukkan bahwa siswa memandang permainan sebagai aktivitas yang menyenangkan sekaligus menantang. Mereka juga melaporkan adanya ketekunan setelah mengalami kegagalan, serta penggunaan kesabaran, pengaturan waktu, dan kemampuan pemecahan masalah selama bermain. Di sisi lain, responden dewasa pada umumnya mengakui bahwa waktu layar dapat memberikan manfaat, namun masih terdapat keraguan dalam membedakan keterlibatan yang bersifat konstruktif dengan konsumsi pasif. Temuan ini menegaskan bahwa kualitas waktu layar, desain aktivitas digital, dan pendampingan orang dewasa merupakan faktor penting dalam memahami bagaimana platform seperti Roblox Studio dapat dimanfaatkan untuk mendukung keterlibatan digital yang lebih bermakna bagi Generasi Alpha.

 

 

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Published

2026-06-17

How to Cite

Setiawan, S. A., & Astuti, N. L. S. (2026). CONSTRUCTIVE SCREEN TIME IN ROBLOX STUDIO: ADULT PERSPECTIVES AND CHILDREN’S LEARNING . LEARNING : Jurnal Inovasi Penelitian Pendidikan Dan Pembelajaran, 6(3), 2057–2068. https://doi.org/10.51878/learning.v6i3.11665

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