Claim Missing Document
Check
Articles

Found 2 Documents
Search

Immersive TOEFL Preparation in the Metaverse: Usability and Navigability of a Roblox-Based Game Developed via GDLC Rahmawati Salsabila; Rizki Hikmawan; Rhezwan Dhaifullah Romdhoni
Journal of Informatics and Vocational Education Vol. 9 No. 2 (2026): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i2.3520

Abstract

Despite the growing adoption of game-based learning in language education, three-dimensional metaverse platforms for TOEFL preparation remain critically underexplored, leaving learners reliant on drill-based 2D media that lack immersion and sustained engagement. This study addresses that gap by developing a Roblox-based TOEFL learning game using the Game Development Life Cycle (GDLC) and evaluating user understanding of its game flow through graduated formative evaluation. An R&D design was employed, implementing six GDLC stages alongside Tessmer's formative evaluation: one-on-one (n=3), small group (n=5), and field testing (n=40). Data were gathered via observation, interview, and Likert-scale questionnaires, and analyzed descriptively. The game was realized as an area-based environment with three thematic zones and a multi-level navigation system. Evaluations showed progressive quality improvement: one-on-one (M=3.25), small group (M=4.00), and field testing (M=3.84, 96.3% positive response), indicating satisfactory usability and navigability. However, awareness of the Challenge Room and return-route comprehension remain areas requiring refinement. Theoretically, this study demonstrates that GDLC paired with formative evaluation provides a structured and iterative framework for validating metaverse-based educational games. Practically, the findings offer actionable design principles for educators and developers building immersive, game-based language learning environments within social 3D platforms
The Transformation of Teachers' Digital Competence in Online Learning: Analysis of Success Factors and Implementation Challenges Muhammad Rafly Juliawan Fernandes; Suprih Widodo; Ulva Elviani; Rahmawati Salsabila
The Future of Education Journal Vol 4 No 9 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i9.1265

Abstract

This study systematically analyzes the transformation of teachers' digital competence within the context of online and blended learning. Employing a Systematic Literature Review (SLR) of 25 articles published between 2019–2024, the research identifies the underlying success factors and implementation challenges. The findings reveal that TPACK and DigCompEdu are the most dominant frameworks guiding research and development. Key success factors include high Self-Efficacy and Internal Motivation among teachers, supported by Continuous Hands-on Training and Institutional Leadership. The greatest challenges are rooted in the Infrastructure Gap (First-Order Barriers), prevalent in developing countries, and the Pedagogical Digital Skill Gap (Second-Order Barriers), which refers to teachers' inability to integrate technology for effective interaction and assessment. Successful implementation requires a shift from passive training to Learning by Design models (TPACK-based projects) and continuous Coaching to bolster teacher confidence and bridge the Pedagogical Digital Gap.