Students’ Motivation in Learning English Through Roblox at Darul Falah Islamic Junior High School
DOI:
https://doi.org/10.1234/prosiding.v2i1.4980Keywords:
Motivation, Roblox, EFL Learning, Game-based Learning, English LearningAbstract
abstract—This study aimed to investigate students’ motivation in learning English through Roblox at Darul Falah Islamic Junior High School. The research employed a qualitative research design involving seventh-grade students as the participants of the study. Data for this study were obtained through classroom observation, interviews with participants, and documentation conducted throughout the Roblox integrated English learning process. The findings revealed that Roblox created a more interactive, enjoyable, and student-centered learning atmosphere. Students showed higher enthusiasm, participation, confidence, and engagement during English learning activities. Through gameplay activities, students became more motivated to understand English instructions, answer quizzes, and complete tasks in the game. Roblox also supported contextual learning experiences because students encountered English vocabulary naturally during gameplay. In addition, collaborative interaction among students increased classroom participation and communication during learning activities. However, several technical obstacles such as unstable internet connections and lagging devices occasionally interrupted the learning process. Despite these challenges, most students remained enthusiastic during classroom activities. Therefore, Roblox may serve as an alternative digital platform that effectively promotes students’ motivation and participation in English language learning.
KeyWords—Motivation, Roblox, EFL Learning, Game-based Learning, English Learning
Abstrak—Penelitian ini dilakukan untuk mengeksplorasi motivasi siswa dalam mempelajari bahasa Inggris dengan memanfaatkan Roblox di MTs Darul Falah. Penelitian ini menggunakan desain penelitian kualitatif dengan melibatkan siswa kelas tujuh sebagai partisipan penelitian. Pengumpulan data dilakukan dengan menggunakan teknik observasi, wawancara, serta dokumentasi selama proses pembelajaran bahasa Inggris yang mengintegrasikan Roblox. Hasil penelitian menunjukkan bahwa Roblox menciptakan suasana belajar yang lebih interaktif, menyenangkan, dan berpusat pada siswa. Siswa menunjukkan antusiasme, partisipasi, rasa percaya diri, dan keterlibatan yang lebih tinggi selama kegiatan pembelajaran bahasa Inggris. Melalui aktivitas permainan, siswa menjadi lebih termotivasi untuk memahami instruksi bahasa Inggris, menjawab kuis, dan menyelesaikan tugas dalam permainan. Roblox juga mendukung pengalaman belajar kontekstual karena siswa menemukan kosakata bahasa Inggris secara alami selama aktivitas bermain. Selain itu, interaksi kolaboratif antar siswa meningkatkan partisipasi dan komunikasi di dalam kelas selama kegiatan pembelajaran. Namun, beberapa kendala teknis seperti koneksi internet yang tidak stabil dan perangkat yang lambat terkadang mengganggu proses pembelajaran. Meskipun demikian, sebagian besar siswa tetap antusias selama kegiatan kelas berlangsung. Oleh karena itu, Roblox dapat dianggap sebagai media pembelajaran digital alternatif yang efektif untuk mendukung motivasi dan keterlibatan siswa dalam belajar bahasa Inggris.
Kata Kunci: Motivasi, Roblox, Pembelajaran EFL, Game-Based Learning, Pembelajaran Bahasa Inggris
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