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The Effectiveness of Digital Game-Based Mathematics Instruction Using Roblox in First Grade Elementary School Classrooms Mawar Siti Nur Zizah; Ejen Jenal Mutaqin; Eko Fajar Suryaningrat
Journal of Social Research Vol. 5 No. 9 (2026): Journal of Social Research
Publisher : International Journal Labs (AHU-0028405-AH.01.14 Tahun 2022)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/josr.v5i9.3394

Abstract

This study tested the effectiveness of the Digital Game-Based Learning (DGBL) approach by utilizing the Roblox platform as an interactive medium to improve the understanding of basic mathematics concepts in grade 1 students of STATE ELEMENTARY SCHOOL 3 Pakuwon. The characteristics of cognitive development of children aged 6-7 years are in a transition period from the pre-operational stage to the concrete operation, so it requires a strong visual bridge to understand numeracy materials such as number of counts, addition, and subtraction. Using the Pre-Experimental method with a One-Group Pretest-Posttest design, this study involved the entire class 1 population of 25 students. Quantitative data collection was carried out through standard test instruments, while qualitative data was collected using structured learning activity observation sheets and clinical interviews. Data analysis showed a significant increase in grade point average from 58.40 in the pre-test session to 82.60 in the post-test session, with an average Normalized Gain (N-Gain) correlation score of 0.58 which was in the medium to high effectiveness category. Classical completeness jumped sharply from 40% to 88%. These results confirm that the use of the game "Math Obby" on the Roblox platform not only reduces math anxiety in children, but also significantly accelerates the internalization of basic mathematical logic through immediate feedback and spatial visualization. Obstacles in the form of hardware and network stability are anticipated through a peer-learning model.