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English Language Problem-based Learning via user-generated 3D world Roblox Module: Need Analysis
Author(s) -
Nor Hanim Mustaf,
Nur Hafezah Hussein,
Suria Baba
Publication year - 2020
Publication title -
kresna social science and humanities research
Language(s) - English
Resource type - Journals
ISSN - 2774-3918
DOI - 10.30874/ksshr.28
Subject(s) - computer science , english language , mathematics education , narrative , process (computing) , table (database) , mobile phone , structured english , multimedia , language education , psychology , comprehension approach , linguistics , language transfer , telecommunications , philosophy , data mining , operating system
This study aimed to explore the need of a user generated 3D world (Roblox) online game module in English Language Problem-based Learning for Malaysian university students. The researchers used observations, interview, and questionnaire distribution that were implemented to 60 university students studying English Language at Universiti Malaysia Kelantan, Malaysia as well as 4 English Language teachers in the university. The results indicated that the students agreed that learning English language by using Roblox online games was interactive, challenging, exciting and fun. The students also recommended that the activities in the English Language Roblox Module should be easily done and accessed in all platforms including mobile phone, table and computer. Teachers also pointed out that the narrative elements that involve critical thinking skills were needed in the module to help them fostering the students to imply their problem-solving skills related to real-life issues in the learning process. The implications of this study will be significant for the English Language Roblox module developer as the technique for promoting problem solving skills in English Language Learning and to enhance students’ awareness on real-life issues.

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