Beyond the Classroom: Roblox sebagai Virtual Learning Environment dalam Membentuk Kompetensi 4C (Creativity, Collaboration, Communication, dan Digital Literacy) Siswa Abad 21

Penulis

  • Kusuma Pertiwi IKIP PGRI BOJONEGORO

Abstrak

Abstrak

Perkembangan teknologi digital dalam pendidikan mendorong terciptanya lingkungan belajar yang lebih interaktif, kolaboratif, dan berbasis teknologi. Roblox tidak lagi hanya digunakan sebagai platform permainan, tetapi juga berpotensi menjadi Virtual Learning Environment (VLE) yang mendukung pengembangan kompetensi abad ke-21. Penelitian ini dilakukan karena pentingnya penguasaan kompetensi 4C, yaitu Creativity, Collaboration, Communication, dan Digital Literacy, sebagai keterampilan utama yang dibutuhkan siswa di era digital. Tujuan penelitian adalah mengkaji pemanfaatan Roblox sebagai media pembelajaran virtual dalam membentuk kompetensi 4C siswa abad ke-21. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan metode Systematic Literature Review (SLR) teknik pengumpulan data melalui studi literatur dari jurnal ilmiah, artikel akademik, dan berbagai sumber terkait pembelajaran digital, gamifikasi, serta virtual learning environment. Hasil penelitian menunjukkan bahwa Roblox mampu meningkatkan kreativitas siswa melalui aktivitas desain dunia virtual dan pembuatan game, memperkuat kemampuan kolaborasi dan komunikasi melalui interaksi multiplayer, serta mengembangkan literasi digital melalui eksplorasi teknologi dan pemecahan masalah secara interaktif. Kesimpulan penelitian menunjukkan bahwa Roblox memiliki potensi sebagai media pembelajaran inovatif yang mendukung pengembangan kompetensi 4C dan relevan dengan kebutuhan pendidikan abad ke-21 berbasis teknologi digital.

Kata kunci: Roblox, Virtual Learning Environment, Kompetensi 4C, Pembelajaran Digital, Literasi Digital

Abstract

Advances in digital technology in education have fostered the creation of learning environments that are more interactive, collaborative, and technology-based. Roblox is no longer used solely as a gaming platform but also has the potential to serve as a Virtual Learning Environment (VLE) that supports the development of 21st century competencies. This study was conducted due to the importance of mastering the 4C competencies— Creativity, Collaboration, Communication, and Digital Literacy as the primary skills students need in the digital age. The objective of this study is to examine the use of Roblox as a virtual learning medium in fostering 21st-century students’ 4C competencies. The research method employed a descriptive qualitative approach, using the Systematic Literature Review (SLR) method. Data were collected through a systematic review of scientific journals, academic articles, and various sources related to digital learning, gamification, and virtual learning environments. The results indicate that Roblox can enhance students’ creativity through virtual world design and game creation activities, strengthen collaboration and communication skills through multiplayer interactions, and develop digital literacy through interactive technology exploration and problem-solving. The study’s conclusion indicates that Roblox has the potential as an innovative learning medium that supports the development of 4C competencies and is relevant to the needs of 21st-century education based on digital technology.

Keyword: Roblox, Virtual Learning Environment, 4C Competencies, Digital Learning, Digital Literacy

Diterbitkan

2026-07-23