Roblox-Based Immersive Learning for Environmental Literacy in Online Science Education

Authors

DOI:

https://doi.org/10.58524/oler.v6i3.1195

Keywords:

environmental literacy, gamified learning, Immersive learning, Online science education, Peatland conservation

Abstract

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.

References

Andriana, I., Zamroni, M. A., Thamrin, K. M. H., Kalsum, U., Fuadah, L. L., Rifanka, N. S., Chaidir, K. S. K., & Usman, F. (2025). Awakening environmental responsibility in youth through Islamic values in green governance education. Munaddhomah: Jurnal Manajemen Pendidikan Islam, 6(4), 650–660. https://doi.org/10.31538/munaddhomah.v6i4.2263

Angelelli, C. V., Ribeiro, G. M. de C., Severino, M. R., Johnstone, E., Borzenkova, G., & da Silva, D. C. O. (2023). Developing critical thinking skills through gamification. Thinking Skills and Creativity, 49. https://doi.org/10.1016/j.tsc.2023.101354

Boncu, Ștefan, Candel, O. S., & Popa, N. L. (2022). Gameful green: A systematic review on the use of serious computer games and gamified mobile apps to foster pro-environmental information, attitudes and behaviors. Sustainability (Switzerland), 14(16). https://doi.org/10.3390/su141610400

Cebrián, G., & Junyent, M. (2015). Competencies in education for sustainable development: Exploring the student teachers’ views. Sustainability (Switzerland), 7(3), 2768–2786. https://doi.org/10.3390/su7032768

Chuang, T.-Y., Tsai, S.-K., & Lu, Y.-H. (2025). Technology-enhanced digital game-based learning for environmental literacy: Catalyzing attitude change in learners. Frontiers in Education, 10, 1629670. https://doi.org/10.3389/feduc.2025.1629670

Crilly, N. (2026). Critical thinking, creative thinking, systems thinking and many more: A comparative bibliometric analysis of prevalence and distribution. Thinking Skills and Creativity, 59. https://doi.org/10.1016/j.tsc.2025.102014

Demssie, Y. N., Biemans, H. J. A., Wesselink, R., & Mulder, M. (2023). Fostering students’ systems thinking competence for sustainability by using multiple real-world learning approaches. Environmental Education Research, 29(2), 261–286. https://doi.org/10.1080/13504622.2022.2141692

Ding, Z., & Xue, W. (2025). Navigating anxiety in digital learning: How AI-driven personalization and emotion recognition shape EFL students’ engagement. Acta Psychologica, 260. https://doi.org/10.1016/j.actpsy.2025.105466

Doviggi Meyer, N., Machado, M., Da Trindade Viegas, M., Tonetto Londero, F., Lehnhart Vargas, C., & Jobim Benedetti, F. (2026). Primeiras refeições: Serious game to improve infant feeding knowledge. International Journal of Serious Games, 5–18. https://doi.org/10.17083/j9g34329

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

Garcia, X., Domene, E., Goenaga, X., Rodriguez-Benitez, A., Satorras, M., Acuña, V., Martínez-Ruiz, A., Boada, I., & Corominas, L. (2025). Evaluating the effectiveness of a serious game to educate children about the urban water cycle. British Journal of Educational Technology, 56(6), 2367–2386. https://doi.org/10.1111/bjet.13578

Guerriero, J. G., Sajjadi, P., Swim, J. K., Klippel, A., DeCoster, J., & Bagher, M. M. (2026). Virtual reality serious games for promoting environmental systems thinking and pro-environmental policy support. Computers & Education, 247, 105575. https://doi.org/10.1016/j.compedu.2026.105575

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). https://doi.org/10.3390/educsci13030296

Hashish, E. A. A., Al Najjar, H., Alharbi, M., Alotaibi, M., & Alqahtany, M. M. (2024). Faculty and students perspectives towards game-based learning in health sciences higher education. Heliyon, 10(12). https://doi.org/10.1016/j.heliyon.2024.e32898

Hendarman, H., Sudiantini, D., Mayadi, M., Mirnawati, M., Desianti, L. C., & Abdullah Aji, Y. (2026). Gamification and adaptive learning innovations for enhancing students’ critical thinking and creativity at an Islamic boarding school in Indonesia. Nazhruna: Jurnal Pendidikan Islam, 9(2), 518–535. https://doi.org/10.31538/nzh.v9i2.414

Hosna, R., Idawati, K., Hanifudin, H., Mahsun, A., Budiarti, E. M., Ilahiyah, I. I., & Mustaji, M. (2026). Development of artificial intelligence-based Akidah Akhlak teaching materials for Islamic senior high schools in Indonesia. Nazhruna: Jurnal Pendidikan Islam, 9(1), 207–226. https://doi.org/10.31538/nzh.v9i1.355

Iskandar, B., Saidah, Kurnia, A. A., Jauhari, A., & Zannah, F. (2024). Modeling land cover change using MOLUSCE in Kahayan Tengah Forest Management Unit, Kalimantan Tengah. Jurnal Sylva Lestari, 12(2), 242–257. https://doi.org/10.23960/jsl.v12i2.865

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, 1(1), 16–19. https://doi.org/10.56198/5M1RHT9ZJ

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. https://doi.org/10.35828/etak.2024.30.2.153

Junaidah, J., Mahardika, N. P., & Ma’arif, M. A. (2025). Promoting green madrasa as environmental education program: How to implement and maintain it. Munaddhomah: Jurnal Manajemen Pendidikan Islam, 6(1), 39–54. https://doi.org/10.31538/munaddhomah.v6i1.1572

La Hadisi, L., La Fua, J., Dirman, D., Assingkily, M. S., Harson, H., & Harisatyma, N. K. A. (2025). The role of spiritual leadership in internalizing environmental values in Islamic eco-madrasah. Nazhruna: Jurnal Pendidikan Islam, 8(3), 732–748. https://doi.org/10.31538/nzh.v8i3.141

Liou, C. F. (2025). Determining the developmental pathway of system thinking in undergraduate nursing students using a simulation education program. Nurse Education in Practice, 89. https://doi.org/10.1016/j.nepr.2025.104626

Madani, K., Pierce, T. W., & Mirchi, A. (2017). Serious games on environmental management. Sustainable Cities and Society, 29, 1–11. https://doi.org/https://doi.org/10.1016/j.scs.2016.11.007

Maier, U., & Klotz, C. (2025). Students ignore their mistakes: Elaborated error feedback processing in a digital learning system. Contemporary Educational Psychology, 82, 102395. https://doi.org/10.1016/j.cedpsych.2025.102395

Monazam-Tabrizi, N., Kurt, Y., & Kang, W. I.-K. (2024). Navigating learning disruptions: The role of digital learning platforms in student motivation, feedback and emotion. Computers & Education, 2(2).

Muflihah, M., Hanifah, U., Thoha, M., & Haji Abdullah, H. R. binti. (2025). Management of developing interactive multimedia-based Arabic teaching materials: Enhancing learning for diverse students at Indonesian Islamic universities. Munaddhomah: Jurnal Manajemen Pendidikan Islam, 6(1), 82–98. https://doi.org/10.31538/munaddhomah.v6i1.1469

Nogueras, C., Verstegen, D., Landa, C., López, Y., Moreno, M., Manjón, H., Oropeza, V., & Miralles, R. (2026). How can a micro-level communication training intervention help medical students learn about patient-centered care and empathy? Qualitative results of a design-based research. Educacion Medica, 27, 101135. https://doi.org/10.1016/j.edumed.2025.101135

Nurjamin, A., Nurjamin, L. R., Fajriah, Y. N., Nurjamin, A. K., & Nugraha, I. (2025). Developing and evaluating an augmented reality (AR) digital storrytelling video to foster multimodal literacy and narrative comprehension. Journal of Engineering Science and Technology, 20(4), 919–956.

Pacheco-Velázquez, E. A., Rodés-Paragarino, V., & Ramírez-Echeverri, S. A. (2025). Student’s experience in using simulators for the development of complex skills in logistics education: Assessing enjoyment of learning. Smart Learning Environments, 12(1). https://doi.org/10.1186/s40561-025-00372-7

Paniagua-Avila, A., Branas, C., Kane, J., Para La, A., Paniagua-Avila, A., Sapalú, D., Tz’utujil), M., Pieters, M., Petzey, A., Paniagua, K., Tellez, A., Fort, M., Branas, C., Susser, E., & Kane, J. (2026). Integrating systems thinking with global implementation science to co-learn and co-create mental health interventions and strategies with Maya Indigenous community partners. Lancet Glob Health, 14. https://doi.org/10.1016/S2214-109X(25)00495-4

Pombo, L., & Marques, M. M. (2020). The potential educational value of mobile augmented reality games: The case of edupark app. Education Sciences, 10(10), 1–20. https://doi.org/10.3390/educsci10100287

Prasasti, R. D., & Anas, N. (2023). Pengembangan media digital berbasis flipbook untuk meningkatkan kemampuan berpikir kritis pada peserta didik. Munaddhomah: Jurnal Manajemen Pendidikan Islam, 4(3), 694–705. https://doi.org/10.31538/munaddhomah.v4i3.589

Ren, J., Tan, Y. H., & Guo, J. (2025). Scientific mapping of research on metaverse in education. International Journal of Technology in Education, 8(1), 1–21. https://doi.org/10.46328/ijte.986

Suyidno, S., Mastuang, M., Komariyah, L., Misbah, M., Qamariah, Q., & Syarkowi, A. (2025). Augmented reality, atificial intelligence and local wisdom-based renewable energy learning media to improve student’ 5C skills. Journal of Engineering Science and Technology, 20(6).

Tan, C. K. W., & Nurul-Asna, H. (2023). Serious games for environmental education. Integrative Conservation, 2(1), 19–42. https://doi.org/10.1002/inc3.18

Toopmongkol, W. A., Jaihuek, S. B., & Saiyee, N. C. (2025). Evaluating the impact of Roblox-based interactive media on English learning outcomes and engagement at Chiang Rai Rajabhat University. International Journal of Information and Education Technology, 15(11), 2436–2440. https://doi.org/10.18178/ijiet.2025.15.11.2439

Troiano, G. M., Abdollahi, A., Cassidy, M., Puttick, G., Machado, T., & Harteveld, C. (2025). Leveling the computational playing field: Inquiring about factors predicting computational thinking in constructionist game-based learning. Computers and Education, 237. https://doi.org/10.1016/j.compedu.2025.105347

Vaszkun, B., & Mihalkov Szakács, K. (2025). Looking for student success factors outside of the educators’ scope: The effect of digital literacy, personal skills, and learning habits and conditions on self-evaluated online learning effectiveness in management education. International Journal of Management Education, 23(2). https://doi.org/10.1016/j.ijme.2025.101188

Widarti, H. R., Wiyarsi, A., Yamtinah, S., Shidiq, A. S., Sari, M. E. F., Fauziah, P. N., & Rokhim, D. A. (2025). Analysis of content development in chemical materials related to ethnoscience: A review. Journal of Education and Learning, 19(1), 422–430. https://doi.org/10.11591/edulearn.v19i1.21210

Winarto, Rosana, D., Wibowo, W. S., Rahayu, D. P., Pradana, P. W., & Shidiq, G. A. (2025). The impact of STEM-EfSD games on enhancing students’ creative thinking and environmental literacy. European Journal of STEM Education, 10(1), 1–9. https://doi.org/10.20897/ejsteme/17354

Wolf, M., Herstätter, P., Rantschl, M., Ramsauer, C., & Magana, A. J. (2025). Immersive learning factories for promoting experiential manufacturing education and STEM competency development. Computers & Education: X Reality, 7, 100125. https://doi.org/10.1016/j.cexr.2025.100125

Zannah, F., Amin, M., Suwono, H., & Lukiati, B. (2017). Phytochemical screening of Diplazium esculentum as medicinal plant from Central Kalimantan, Indonesia. AIP Conference Proceedings, 1844(May). https://doi.org/10.1063/1.4983439

Zannah, F., & Ayatusaadah. (2023). Effectivity of medicinal plant based on local wisdom of Dayak community textbook development on improving student learning outcome. Jurnal Penelitian Pendidikan IPA, 9(7), 5398–5405. https://doi.org/10.29303/jppipa.v9i7.2615

Downloads

Published

2026-09-30

How to Cite

Roblox-Based Immersive Learning for Environmental Literacy in Online Science Education. (2026). Online Learning In Educational Research (OLER), 6(3), 81-101. https://doi.org/10.58524/oler.v6i3.1195