Scientechno: Journal of Science and Technology
Vol. 3 No. 3 (2024)

Approach and Application of the Roblox Application as a Learning Medium

Faridah, Ida (Unknown)
Deng, Changjiang (Unknown)



Article Info

Publish Date
22 Oct 2024

Abstract

The use of Roblox as a learning medium has gained significant attention due to its interactive, game-based platform. This study investigates the effectiveness of Roblox as a digital learning tool and explores how it can positively impact students’ learning experiences. The research employs a quantitative method, formulating statements into a Google Form survey to gather data from students, which is then analyzed using SPSS. The study aims to determine whether Roblox enhances student engagement and helps solve learning challenges. Results indicate that Roblox can significantly increase student involvement in discussions and raise interest in learning activities through its interactive features. Additionally, it aids in addressing both internal and external factors affecting students. The conclusion of the study suggests that Roblox offers an effective and engaging alternative for improving learning quality in higher education. Educators are encouraged to explore and understand the application’s potential to maximize its benefits in the classroom. Overall, the study highlights that Roblox has the potential to enhance student learning experiences and could be a valuable tool in modern education.

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Journal Info

Abbrev

Scientechno

Publisher

Subject

Computer Science & IT Education Languange, Linguistic, Communication & Media Library & Information Science Social Sciences

Description

Scientechno: Journal of Science and Technology is published by Yayasan Pedidikan Islam Daarut Thufulah, West Sumatra, Indonesia. Is an international peer reviewed and open access journal in Science and Technology. The aim is to publish conceptual and research articles that explore the application of ...