Published: 2024-11-30
How Does the Influence of Moral Values Affect Children's Use of Roblox in Character Education?
DOI: 10.35870/ijecs.v4i3.3627
Damanhuri, Muhammad Wali
- Damanhuri: Universitas Islam Negeri Ar-Raniry Banda Aceh
- Muhammad Wali: STMIK Indonesia Banda Aceh
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Abstract
This experimental study evaluated the effectiveness of Roblox game design based on local Indonesian values in strengthening character education for children aged 9-12 years through a mixed-methods approach. Involving 320 participants from 15 schools in Aceh Province, this study measured behavioral changes using the Moral Competence Game Scale (MCGS-α=0.87) and analyzed 1,250 transcripts of game interactions over a 12-week period. Quantitative results showed a significant increase in prosocial behavior (42%, p<0.01) and conflict resolution competence (d=0.63), while qualitative analysis revealed the dominance of collaborative communication patterns (78%) in the avatar rescue scenario. The integration of local wisdom such as mutual cooperation simulations in shared resource management mechanics, adaptation of local Acehnese games, and deliberation-based narratives were shown to increase the retention of justice values by 28% compared to generic content. The main challenges included exposure to 23% of morally ambiguous content and technostress in 65% of parents, which were addressed through the Onion-Layer Protection model combined with AI moderation and community reporting. The research implications resulted in Ethical Design Guidelines for local game developers that include technical parameters such as 30% memory usage optimization with 1:1 trim sheet technique and 15% FPS increase through adaptive LOD system.
Keywords
Roblox; Moral Development; Digital Character Education; Self-Regulation Mechanics; Social Learning Theory; Educational Gaming; Digital Citizenship
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Article Information
This article has been peer-reviewed and published in the International Journal Education and Computer Studies (IJECS). The content is available under the terms of the Creative Commons Attribution 4.0 International License.
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Issue: Vol. 4 No. 3 (2024)
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Section: Articles
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Published: 2024-11-30
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License: CC BY 4.0
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Copyright: © 2025 Authors
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DOI: 10.35870/ijecs.v4i3.3627
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Damanhuri, Universitas Islam Negeri Ar-Raniry Banda Aceh
Al-Qur'an and Tafsir Study Program, Faculty of Usuluddin, Universitas Islam Negeri Ar-Raniry Banda Aceh, Banda Aceh City, Aceh Province, Indonesia
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Agante, L., & Pascoal, A. (2019). How much is “too much” for a brand to use an advergame with children? Journal of Product & Brand Management, 28(2), 287-299. https://doi.org/10.1108/jpbm-08-2017-1554

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