Game-Based Learning with Roblox for EFL or ESL Learners: A Systematic Literature Review
Abstract
Full Text:
PDFReferences
Abdallah, A., & Semaan, D. (2023, November 10). Fox and Blox: A Gamification Platform to Enhance the Learning Process at Schools. Proceedings of the 7th International Academic Conference on Education. the 7th International Academic Conference on Education. https://doi.org/10.33422/7th.iaceducation.2023.11.103
Alhasan, K., Alhasan, K., & Hashimi, S. A. (2023). Roblox in Higher Education: Opportunities, Challenges, and Future Directions for Multimedia Learning. International Journal of Emerging Technologies in Learning (iJET), 18(19), 32–46.
Alinata, R. H., & Marsudi, M. (2024). Pemanfaatan Roblox sebagai Media Promosi Sekolah Metaverse SMP Negeri 3 Sumenep: Using Roblox As A Promotional Media Metaverse School SMP Negeri 3 Sumenep. MALCOM: Indonesian Journal of Machine Learning and Computer Science, 4(1), 57–70. https://doi.org/10.57152/malcom.v4i1.1011
Azzahra, S., Putri, N. N., Mubarok, A. B., & Khomarudin, K. (2025). Virtual Socialization Through Online Game: Social Interaction in Roblox. Edueksos Jurnal Pendidikan Sosial & Ekonomi, 14(01). https://doi.org/10.24235/edueksos.v14i01.18440
Binhasyeesulaiman, N., Niworn, K., Thipburi, C., Srisupawong, Y., & Suamuang, W. (2025). Game-Based Learning of Linear Equations Using Roblox: Enhancing Pre-Semester Math Readiness. 2025 10th International STEM Education Conference (iSTEM-Ed), 1–6. https://doi.org/10.1109/iSTEM-Ed65612.2025.11129279
Braguez, J., Braguez, M., Moreira, S., & Filipe, C. (2023). The possibilities of changes in learning experiences with Metaverse. Procedia Computer Science, 219, 504–511. https://doi.org/10.1016/j.procs.2023.01.318
Bui, T. (2023). How Roblox can attract more adult players: A case study of a Finnish start-up [Undergraduate Thesis, Universities of Applied Sciences (UAS)]. http://www.theseus.fi/handle/10024/851390
Chen, Z. (2024). Exploring the application scenarios and issues facing Metaverse technology in education. Interactive Learning Environments, 32(5), 1975–1987. https://doi.org/10.1080/10494820.2022.2133148
Choensawat, W., & Sookhanaphibarn, K. (2024). Innovative Survival Skills Training for Children via Roblox Metaverse. 2024 IEEE 13th Global Conference on Consumer Electronics (GCCE), 1134–1135. https://doi.org/10.1109/GCCE62371.2024.10760338
Damaševičius, R., & Sidekerskienė, T. (2024). Virtual Worlds for Learning in Metaverse: A Narrative Review. Sustainability, 16(5), 2032. https://doi.org/10.3390/su16052032
Faridah, I., & Deng, C. (2024). Approach and Application of the Roblox Application as a Learning Medium. Scientechno: Journal of Science and Technology, 3(3), 263–281. https://doi.org/10.70177/scientechno.v3i3.1395
Fitria, T. N. (2020). Teaching English through Online Learning System during Covid-19 Pandemic. Pedagogy : Journal of English Language Teaching, 8(2), 138–148. https://doi.org/10.32332/pedagogy.v8i2.2266
Fitria, T. N. (2021a). Artificial Intelligence (AI) in Education: Using AI Tools for Teaching and Learning Process. Prosiding Seminar Nasional & Call for Paper STIE AAS, 4(1), 134–147.
Fitria, T. N. (2021b). The use technology based on artificial intelligence in English teaching and learning. ELT Echo : The Journal of English Language Teaching in Foreign Language Context, 6(2), 213–223. https://doi.org/10.24235/eltecho.v6i2.9299
Fitria, T. N. (2022a). The impact of gamification on students’ motivation: A Systematic Literature Review. LingTera, 9(2), 47–61. https://doi.org/10.21831/lt.v9i2.56616
Fitria, T. N. (2022b). Using Game Design Techniques (Gamification) in Teaching and Learning Process: A Review. Prosiding Seminar Nasional AAS. https://www.researchgate.net/publication/372419809_Using_Game_Design_Techniques_Gamification_in_Teaching_and_Learning_Process_A_Review
Fitria, T. N. (2023a). A Library Research in English Education Research: A Guidance for Researchers in Writing Non-Research Articles. Prosiding Seminar Nasional & Call for Paper STIE AAS, 6(1). https://prosiding.stie-aas.ac.id/index.php/prosenas/article/view/266
Fitria, T. N. (2023b). Augmented Reality (AR) and Virtual Reality (VR) Technology in Education: Media of Teaching and Learning: A Review. International Journal of Computer and Information System (IJCIS), 4(1), 14–25. https://doi.org/10.29040/ijcis.v4i1.102
Fitria, T. N. (2023c). The Use of Artificial Intelligence in Education (AIED): Can AIReplace the Teacher’s Role? Epigram, 20(2), 165–187. https://doi.org/10.32722/epi.v20i2.5711
Fitria, T. N. (2024). Using an Institution Platform of E-Learning in English Language Teaching (ELT) Process at ITB AAS Indonesia. International Journal of Computer and Information System (IJCIS), 5(1), 22–36. https://doi.org/10.29040/ijcis.v5i1.150
Fitria, T. N., Simbolon, N. E., & Afdaleni. (2022). Possibility of Metaverse in Education: Opportunity and Threat. SOSMANIORA: Jurnal Ilmu Sosial Dan Humaniora, 1(3), 365–375. https://doi.org/10.55123/sosmaniora.v1i3.821
Garg, S., Luthra, A., & Sinha, A. (2024). Conceptualizing and Integrating Gaming into Learning Activities in the Education Sector in the Metaverse. In Green Metaverse for Greener Economies. CRC Press.
Göksel, N., & Kobak, K. (2023). Online Game Platforms that Aid Children in Developing 21st-Century Skills: The Case of Roblox. Cumhuriyet International Journal of Education. https://doi.org/10.30703/cije.1265890
Han, J., Liu, G., & Gao, Y. (2023). Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning. Education Sciences, 13(3), 296. https://doi.org/10.3390/educsci13030296
Hardy, W., Paliński, M., & Rożynek, S. (2022). Roblox And The Digital Market For Virtual Experiences. University of Warsaw. https://open.icm.edu.pl/handle/123456789/21810
Haryaka, U., & Warman. (2024). The Impact of Using Metaverse Technology in the Learning Process in Junior High Schools. Journal of Education Research and Evaluation, 8(4), 718–730. https://doi.org/10.23887/jere.v8i4.82238
Ho, W., & Lee, D. (2023). Enhancing Engineering Education in the Roblox Metaverse: Utilizing chatGPT for Game Development for Electrical Machine Course. International Journal on Advanced Science, Engineering and Information Technology, 13(3), 1052–1058. https://doi.org/10.18517/ijaseit.13.3.18458
Hsiao, H.-C. (2007). A Brief Review of Digital Games and Learning. 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGI℡’07), 124–129. https://doi.org/10.1109/DIGI℡.2007.3
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89–104. https://doi.org/10.1016/j.compedu.2018.07.001
Jeong, Y., Lee, Y., Byun, G., & Moon, J. (2024). Navigating the Creation of Immersive Learning Environments in Roblox: Integrating Generative AI for Enhanced Simulation-based Learning. Immersive Learning Research - Practitioner, 16–19. https://doi.org/10.56198/5M1RHT9ZJ
Kabanda, P. G., Chipfumbu, D. C. T., & Chingoriwo, T. (2023). A Cybersecurity Model for a Roblox-based Metaverse Architecture Framework. Global Journal of Computer Science and Technology, 23(E1), 11–33.
Kabilan, S. J. (2023). Teaching and Learning in the Metaverse World: The Future of New-Gen Education. Journal of Engineering Education Transformations, 134–141. https://doi.org/10.16920/jeet/2023/v37i1/23139
Kamila, O. N., Manafe, L. A., & Shobikin, S. (2025). Digital Transformation in Primary Education. RIGGS: Journal of Artificial Intelligence and Digital Business, 4(2), 4134–4139. https://doi.org/10.31004/riggs.v4i2.1183
Khaira, M., Lesmana, D. C., Agustina, P., & Saputra, D. (2024). Utilization of the metaverse in the context of interactive learning. Hipkin Journal of Educational Research, 1(2), 151–162. https://doi.org/10.64014/hipkin-jer.v1i2.15
Mujar, J. M. A., Partosa, D. R. R., Porto, L. K. J., Guinto, D. C. F., Regero, J. R., & Malangen, A. D. (2024). Perspective of Senior High School Students on the Benefits and Risk of Playing Roblox. American Journal of Open University Education, 1(1), 26–35.
Nguyen, H.-T., & Ngo, Q.-D. (2024). Benefits and Challenges of Metaverse in Education. In P. P. Joby, M. S. Alencar, & P. Falkowski-Gilski (Eds.), IoT Based Control Networks and Intelligent Systems (pp. 745–756). Springer Nature. https://doi.org/10.1007/978-981-99-6586-1_50
Payonpak, K., Chomsuwan, K., & Suamuang, W. (2025). Integrating Game-Based Learning with Lean Processes through Roblox Metaverse to Enhance Analytical Thinking Skills of Industrial Workers. 2025 10th International STEM Education Conference (iSTEM-Ed), 1–6. https://doi.org/10.1109/iSTEM-Ed65612.2025.11129421
Phakamach, P., Senarith, P., & Wachirawongpaisarn, S. (2022). The Metaverse in Education: The Future of Immersive Teaching & Learning. RICE Journal of Creative Entrepreneurship and Management, 3(2), 75–88.
Ramanujam, P., & Ismail, H. H. (2024). The Realities of Roblox and Metaverse Technologies and Emerging Potential Enhancing English Language Learning. St. Theresa Journal of Humanities and Social Sciences, 10(2), 138–156.
Sinar, T. S., Budiman, M. A., Ganie, R., & Rosa, R. N. (2023). Students’ Perceptions of Using Roblox in Multimodal Literacy Practices in Teaching and Learning English. World Journal of English Language, 13(7), 146. https://doi.org/10.5430/wjel.v13n7p146
Sirvermez, U., & Baltaci, Ş. (2023). Metaverse Applications in Education: Systematic Literature Review and Bibliographic Analysis of 2010–2022. In F. S. Esen, H. Tinmaz, & M. Singh (Eds.), Metaverse: Technologies, Opportunities and Threats (pp. 397–417). Springer Nature. https://doi.org/10.1007/978-981-99-4641-9_27
Sitompul, M. S. (2024). Students’s and Teacher Perception Using Roblox for Reading Comprehension for Eighth Grade Students at SMPN 1 Pulau Rakyat [Undergraduate Thesis, Universitas Negeri Medan]. https://doi.org/10/2193321034_Daftar_Pustaka.pdf
Tajussubchi, I., Amien, S., & Kamaludin, M. (2024). Exploring the Potential of the Roblox Platform for Developing Islamic Religious Education Learning. Jurnal At-Tarbiyat :Jurnal Pendidikan Islam, 7(3). https://doi.org/10.37758/jat.v7i3.1195
Tinterri, A., Mariasole Antonietta Guerriero, Annoscia, S., & Dipace, A. (2023). Constructionism and game-making for learning in the age of Roblox. An analysis of current evidence and future perspectives. https://doi.org/10.32043/gsd.v7i2.866
Vieira, R. M., Machado, T. A., Silva, A. P. da, & Damasceno, E. F. (2025). Enhancing Financial Literacy by Roblox: An Innovative Metaverse-Based Educational Framework. EDULEARN25 Proceedings, 53–58. 17th International Conference on Education and New Learning Technologies. https://doi.org/10.21125/edulearn.2025.0027
Wicaksono, R. D. (2024). Students’ Perception Of Roblox And Language Barrier In ESL. Inatesol, 1(2), 137–150.
Wicaksono, R. D., Anwar, K., & Asmara, C. H. (2024). Students Perception of Roblox and Language Barrier in ESL. Indonesian Teaching English to Speakers of Other Languages Journal, 1(2), 137–150. https://doi.org/10.30587/inatesol.v1i2.9318
Yolal, O. (2022). Experience Development of Roblox Studio for Engineering Education (Roblox Studio ile Mühendislik Eğitimi İçin Deneyim Geliştirme). International Journal of Multidisciplinary Studies and Innovative Technologies, 6(1), 51. https://doi.org/10.36287/ijmsit.6.1.51
Zeybek, N., & Saygı, E. (2024). Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture, 19(2), 237–264. https://doi.org/10.1177/15554120231158625
Zhai, J. (2024). The Use of Roblox in Elementary School Science Education during Pandemics. Open Journal of Social Sciences, 12(5), 462–472. https://doi.org/10.4236/jss.2024.125025
DOI: https://doi.org/10.29040/ijcis.v7i1.267
Article Metrics
Abstract view : 13 timesPDF - 4 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution 4.0 International License


