Recreational Roblox Usage and English Language Learning Engagement Among University Students

Authors

  • Siti Hajar Larekeng Universitas Muhammadiyah Parepare
  • Ilham Sahabuddin Universitas Muhammadiyah Parepare
  • Wahyuddin Yunus Universitas Muhammadiyah Parepare

DOI:

https://doi.org/10.46870/lets.v7i2.2174

Keywords:

Roblox, English Language Learning, Technology-Enhanced Language Learning (TELL), Sequential Explanatory Design, Spearman Correlation

Abstract

This study investigates the relationship between recreational Roblox usage and English language learning engagement among university students, addressing a gap in literature focused largely on younger learners or structured pedagogical settings.  Within the framework of technology-enhanced language learning (TELL), the research examines how this immersive gaming platform shapes the language learning concentration and academic motivation of EFL university students. Employing a Sequential Explanatory Mixed-Methods Design, the study collected data from 53 university students  via questionnaires and semi-structured interviews. This data were then analyzed using descriptive statistics and Spearman rank correlation. The results indicate that Roblox usage is predominantly social and recreational rather than compulsive.  Although 58.5% of respondents spend  more than two hours per session,  the majority maintain functional boundaries by prioritizing English assignments  over gaming. Crucially, no participants reported severe psychological dependency, though a segment  admitted to occasional procrastination. Furthermore, the platform's English-dominant interface and collaborative gameplay  expose students to authentic language input, fostering informal second language acquisition (SLA) through peer interaction. Ultimately, the study concludes that while severe concentration disruption is uncommon, subtle procrastination remains a  self-regulation challenge. These findings   highlight the need for targeted digital wellness frameworks and pedagogical guidance,  which can help EFL students harness immersive recreational gaming as a language learning tool   while preserving academic focus.

References

Abdullah, A., & Abdullah, N. F. (2025). Gamification in Digital Learning via Roblox Platform: A pathway in Developing 21st Century Skills at Higher Education Level. International Journal of Research and Innovation in Social Science (IJRISS), IX(XXV), 203-208. DOI: 10.47772/IJRISS.2025.925ILEIID000038

Alhasan, K., Alhasan, K., & Al Hashimi, S. (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. DOI: https://doi.org/10.3991/ijet.v18i19.43133

Alzahrani, A. K. D., & Griffiths, M. D. (2025). Problematic Gaming and Students' Academic Performance: A Systematic Review. International Journal of Mental Health and Addiction, 23, 4062–4095. DOI:10.1007/s11469-024-01338-5

Ani, S., Ghazali, N., Ali, M., Shin, K., Subramaniam, M., & Shafii, N. (2023). The Effects of Online Games on Student's Academic Performance. International Journal of Academic Research in Business and Social Sciences, 13. DOI:10.6007/IJARBSS/v13-i7/17383

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Busto, Hannah Aurora & Fabila, Crislhan & Ortiz, Gwyneth Selwyn Zoe & Gamo, Marvin & Mag-Isa, Joan. (2025). Impact Analysis of Playing Roblox on the Problem-Solving Skills and Emotional Regulation of Children. Cognizance Journal of Multidisciplinary Studies. 5. 10.47760/cognizance.2025.v05i10.021.

Callada, E. J., De Luna, M. A. A., Jabal, D. D. A., Padilla, A. J. B., & Rapsing, A. N. (2024). Effects of Roblox mobile game on the academic performance of selected elementary students at Rosa L. Susano Elementary School. Ascendens Asia Singapore — Bestlink College of the Philippines Journal of Multidisciplinary Research, 3(2). Retrieved from : https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/13418

Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). Thousand Oaks, CA: SAGE .

Demir, Y., & Kutlu, M. (2018). The relationship between loneliness and depression: Mediation role of internet addiction. Educational Process: International Journal, 7(1), 13–24. DOI: 10.12973/edupij.2016.52.1

Han, M., Liu, Y., & Gao, X. (2023). Learners in the metaverse: A systematic review on the use of Roblox in learning. Education Sciences, 13(3), 296. DOI:10.3390/educsci13030296

Jin, S. (2024). Experiential learning through the Roblox metaverse platform: Investigating its effect on English language learners' learning flow and academic achievement. English Language & Literature Teaching, 30(2), 153–172. DOI:10.35828/etak.2024.30.2.153

Karlina. (2026). Roblox and Education: A Possibility or a Danger for the Digital Age. Journal of Education and Applied Teaching (JEAT), 2(2), 167–175. Retrieved from : https://journal.horizonedukasipublisher.com/jeat/article/download/37/34

Krashen, S. D. (1985). The input hypothesis: Issues and implications. London:Longman.

Kuss, D. J., & Griffiths, M. D. (2019). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14(3), 311. Retrieved from: https://pmc.ncbi.nlm.nih.gov/articles/PMC5369147/

Long, M. H. (1996). The role of the linguistic environment in second language acquisition. In W. C. Ritchie & T. K. Bhatia (Eds.), Handbook of second language acquisition (pp. 413-468). New York:Academic Press.

Merriam, S. B., & Tisdell, E. J. (2025). Qualitative research: A guide to design and implementation (5th ed.). USA: John Wiley & Sons.

Ratinho, E., & Martins, C. S. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8), e19033. https://doi.org/10.1016/j.heliyon.2023.e19033

Reinhardt, J., & Sykes, J. M. (2014). Special issue commentary: Digital game and play activity in L2 teaching and learning. Language Learning & Technology, 18(2), 2–8. Retrieved from: https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/85cf7351-7317-43e5-b8e2-dd0a30c9b466/content

Sun, R. Q., Sun, G. F., & Ye, J. H. (2023). The effects of online game addiction on reduced academic achievement motivation among Chinese college students: The mediating role of learning engagement. Frontiers in Psychology, 14, 1185353. https://doi.org/10.3389/fpsyg.2023.1185353

Sundqvist, P., & Sylvén, L. K. (2016). Extramural English in teaching and learning: From theory and research to practice. Palgrave Macmillan. https://doi.org/10.1093/elt/ccy051

Zhang, H., Liu, Y., & Chen, W. (2024). Effects of digital game-based learning on student's problem-solving ability: A three-level meta-analysis. Journal of Computer Assisted Learning, 40(2), 456–478. DOI:10.1111/jcal.70002

Downloads

Published

2026-06-30