Roblox-Based Immersive Learning for Environmental Literacy in Online Science Education
DOI:
https://doi.org/10.58524/oler.v6i3.1195Keywords:
environmental literacy, gamified learning, Immersive learning, Online science education, Peatland conservationAbstract
Environmental literacy requires learning environments that enable students to explore complex ecosystem interactions and evaluate the consequences of environmental decisions, yet conventional online science learning often provides limited opportunities for such experiences. This study developed and evaluated a Roblox-based immersive learning system designed to support environmental literacy, particularly in the context of peatland conservation. Using a Design-Based Research approach with ADDIE as the development framework, the system integrated virtual forest, peatland, marine, and human-impacted ecosystems with scenario-based problem solving, decision-making, feedback, reflection, and embedded assessment. Junior high school students participated in needs analysis, implementation, practicality evaluation, and pretest–posttest environmental literacy assessment, while experts evaluated the system’s validity. The findings demonstrated strong student readiness for interactive digital learning and indicated that the developed system achieved high levels of expert validity and student-rated practicality. Students also showed substantial improvement across environmental literacy outcomes following implementation. These findings provide initial evidence that immersive ecosystem simulation can support environmental knowledge, awareness, attitudes, and pro-environmental behavioral intentions while connecting environmental concepts with contextual decision-making. However, the absence of a control group limits causal interpretation. Further controlled studies across diverse learning contexts are therefore needed to establish its comparative effectiveness and broader applicability.
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