International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.2
CiteScore

IJIET 2025 Vol.15(11): 2436-2440
doi: 10.18178/ijiet.2025.15.11.2439

Evaluating the Impact of Roblox-Based Interactive Media on English Learning Outcomes and Engagement at Chiang Rai Rajabhat University

Worapon A. Toopmongkol1, Seatachai B. Jaihuek2,*, and Natchanon C. Saiyee2,*
1. Western Languages Program, Faculty of Humanities and Social Sciences, Chiang Rai Rajabhat University, Chiang Rai, Thailand
2. Department of Graphic Design, Faculty of Digital Technology, Chiang Rai Rajabhat University, Chiang Rai, Thailand
Email: lng_worrapol@crru.ac.th (W.A.T.); seatachai@crru.ac.th (S.B.J.); 641768003@crru.ac.th (N.C.S.)
*Corresponding author

Manuscript received April 23, 2025; revised May 7, 2025; accepted July 17, 2025; published November 13, 2025

Abstract—In the global society, proficiency in English is essential for effective communication. However, English education in Thailand faces challenges, particularly in terms of students’ self-confidence and the lack of interactive learning environments. This research explores how effective using interactive English learning media on the Roblox gaming platform is increased student engagement in higher education. The objectives are to 1) develop a comprehensive learning resource for Communicative English II using Roblox; 2) compare outcomes between students using game-based media and those using traditional websites; and 3) assess learners’ satisfaction with the interactive media. This study was conducted using a quasi-experimental design with a pre-test/post-test research instrument, involving 40 students from Chiang Rai Rajabhat University. The participants were divided into two groups: an experimental group and a control group, each comprising 20 students. A t-test was employed for data analysis to accurately compare the differences in average scores between the two groups. Research findings reveal that the experimental group significantly outperformed the control group in average scores after the learning intervention, with a statistically significant difference (81.67% compared to 66.17%; t (19) = 5.45, p < 0.001, Cohen’s d = 0.47). Additionally, the survey yielded positive outcomes, achieving an impressive average score of 4.52 out of 5.00, particularly in terms of media engagement and overall interest, with a high average score ( = 4.38, SD = 0.65), particularly highlighting the exceptional quality of the design. The findings of this study strongly indicate that the Roblox gaming platform serves as an effective supplementary medium for English language acquisition, not only significantly enhancing academic performance but also playing a crucial role in fostering learner motivation.

Keywords—English learning, Roblox, interactive media, quasi-experimental design, learning outcomes, engagement


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Cite: Worapon A. Toopmongkol, Seatachai B. Jaihuek, and Natchanon C. Saiyee, "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, vol. 15, no. 11, pp. 2436-2440, 2025.


Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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