THE EFFECT OF ROBLOX VIRTUAL CLASSROOM ON READING COMPREHENSION FOR PROBLEM-SOLVING SKILLS AMONG SENIOR HIGH SCHOOL STUDENTS
Adhinata, Adrian Arfa (2026) THE EFFECT OF ROBLOX VIRTUAL CLASSROOM ON READING COMPREHENSION FOR PROBLEM-SOLVING SKILLS AMONG SENIOR HIGH SCHOOL STUDENTS. Undergraduate thesis, Universitas Muhammadiyah Jember.
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Abstract
This study investigates the effectiveness of using Roblox Virtual Classroom in developing students’ reading comprehension for problem-solving skills. Digital learning platforms have become increasingly integrated into the education process, especially among senior high school students familiar with digital environments. However, the effect of such digital platforms on reading comprehension is still ambiguous.
A quantitative method of data collection has been used in this study. It is a quasi-experimental pre-test–post-test control group design which was carried out at SMAN 1 Situbondo where 36 students participated in this study. The subjects were divided equally into two groups; there were 18 students in the experimental group and the rest in the control group. To measure the reading comprehension skill, a test has been prepared by the researchers using Google Forms. In particular, the control group has undergone traditional learning and the experimental group – learning through Roblox Virtual Classroom.
For analyzing the results, both paired-sample t-test and independent-sample t-test were applied. As a result, the findings obtained from conducting the paired-sample t-test showed that there were no statistically significant differences between the pre-test and post-test scores of the control group (Sig. = 0.601 > 0.05) and the experimental group (Sig. = 0.699 > 0.05). Also, there were no significant differences between the post-test scores of the experimental group and the control group obtained from the independent-sample t-test (Sig. = 0.439 > 0.05).
As can be seen from the results above, the application of Roblox Virtual Classroom does not demonstrate statistically significant effects on developing students' reading comprehension compared to conventional teaching methods. However, there is a potential for improving the learning experience provided by the digital platform.
| Dosen Pembimbing: | Huda, Tanzil and Nuraini, Krist | NIDN0723036803, NIDN0712087606 |
|---|---|
| Item Type: | Thesis (Undergraduate) |
| Keywords/Kata Kunci: | Roblox Virtual Classroom, Reading Comprehension, Problem-Solving Skills, EFL, Game-Based Learning |
| Subjects: | 400 Language |
| Divisions: | Faculty of Teaching and Education Science > Department of English Literature Education (S1) |
| Depositing User: | Adrian Arfa Adhinata | endershogun03@gmail.com |
| Date Deposited: | 29 Jul 2026 04:20 |
| Last Modified: | 29 Jul 2026 04:20 |
| URI: | https://repository.unmuhjember.ac.id/id/eprint/31187 |
