Development of a Roblox-Based Interactive Game for Arabic Vocabulary Learning in Islamic Senior High Schools

Authors

  • Siti Jubaidah Universitas Negeri Jakarta, Indonesia
  • Mohamad Sarip Universitas Negeri Jakarta, Indonesia
  • Siti Masyitoh Universitas Negeri Jakarta, Indonesia
  • Ahmad Rasyadan Rafif Universitas Negeri Jakarta, Indonesia
  • Wafa Menasri Nour El Bachir University Center, El Bayadh, Algeria

DOI:

https://doi.org/10.15575/jta.v10i1.55124

Keywords:

Arabic language education, Arabic vocabulary, Game-based learning, Interactive media, Roblox

Abstract

Arabic vocabulary mastery is essential for language proficiency, yet many Islamic senior high school students still struggle with conventional memorization-based instruction. Although immersive game-based learning has gained attention, empirical studies on Roblox for Arabic vocabulary instruction remain scarce, particularly in formal Islamic senior high schools. This study aimed to develop and evaluate an interactive Roblox game as a supplementary learning medium for Arabic vocabulary instruction. A Research and Development (R&D) approach employing the Four-D model (define, design, develop, and disseminate) was adopted. The participants consisted of 21 eleventh-grade students of Islamic Senior High School As-Syafi’iyah 02, Bekasi, and two expert validators. Data were collected through observations, interviews, questionnaires, and validation sheets, and analyzed using descriptive qualitative and quantitative techniques. The needs analysis revealed a strong demand for interactive learning media, with students expressing positive attitudes toward digital game-based learning. Based on these findings, a Roblox-based game, Pocket Arabic, was developed by integrating curriculum-aligned vocabulary materials, contextual learning tasks, challenges, rewards, and immediate feedback. Expert evaluation demonstrated high feasibility, with scores of 100% for content validity and 86% for media quality. Student responses reached 66.29%, indicating generally positive acceptance despite technical limitations. These findings suggest that Roblox is a feasible supplementary medium for Arabic vocabulary learning and offers practical contributions to technology-enhanced Arabic language education in Islamic Senior High Schools.

Author Biographies

Siti Jubaidah, Universitas Negeri Jakarta

Pendidikan Bahasa Arab

Mohamad Sarip, Universitas Negeri Jakarta

Pendidikan Bahasa Arab

Siti Masyitoh, Universitas Negeri Jakarta

Pendidikan Bahasa Arab

Ahmad Rasyadan Rafif, Universitas Negeri Jakarta

Pendidikan Bahasa Arab

Wafa Menasri, Nour El Bachir University Center, El Bayadh

Professor of Arabic Language and Literature

References

Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education (IJTE), 4(3), 542-552. https://doi.org/10.46328/ijte.169

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. https://doi.org/10.3991/ijet.v18i19.43133

Almelhes, S. A. (2024). Gamification for teaching the Arabic language to non-native speakers: A systematic literature review. Frontiers in Education, 9, 1371955. https://doi.org/10.3389/feduc.2024.1371955

Canale, M., & Swain, M. (1980). Theoretical Bases of Communicative Approaches to Second Language Teaching and Testing. Applied Linguistics, 1(1), 1–47. https://doi.org/10.1093/applin/I.1.1

Cigerci, F.M., Bozan, M.A., & Gurel Cennetkusu, N. (2025). Gamification and vocabulary teaching: Insights from a systematic review. International Journal of Technology in Education (IJTE), 8(4), 960-976. https://doi.org/10.46328/ijte.1208

Creswell, J.W. and Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publication.

Chowdhury, M., Dixon, L., Kuo, L.-J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160. https://doi.org/10.1016/j.caeo.2024.100160

Darmayunita, N., Farida, & M. Reza Ishadi Fadillah. (2025). Roblox sebagai ruang sosial hibrid: Bagaimana roblox membangun pengalaman komunikasi anak-orang dewasa. Jurnal Mahasiswa Komunikasi Cantrik, 5(2), 143–156. https://doi.org/10.20885/cantrik.vol5.iss2.art4

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Feng, B. (2024). The Spatial Influence on Vocabulary Acquisition in an Immersive Virtual Reality-Mediated Learning Environment. International Journal of Computer-Assisted Language Learning and Teaching, 14(1), 1–17. https://doi.org/10.4018/IJCALLT.339903

Gee, J. P. (2007). What video games have to teach us about learning and literacy (2nd ed.). Palgrave Macmillan.

Godwin-jones, R. (2014). Emerging Technologies Games in Language Learning: Opportunities and Challenges. Language Learning & Technology, 18(2), 9–19. https://doi.org/10.64152/10125/44363

Gofur, A., Aedi, K., & Syamsu, P. K. (2025). Integrating QUIZIZZ into Arabic Language Teaching: Uses and Educational Implications. Al-Irfan: Journal of Arabic Literature and Islamic Studies, 8(1), 375–390. https://doi.org/10.58223/al-irfan.v8i1.379 y

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

Hidayah, N., Syahrir, S., Kesuma, G. C., & Puspitaningrum, Y. T. (2023). Arabic Textbooks Theory Review by Muhammad Ali Al-Khuli. Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab, 15(1), 60–78. https://doi.org/10.24042/albayan.v15i1.11547

Hosaini, Qomar, M., Fitri, A. Z., Akhyak, & Kojin. (2024). Innovative learning strategies for Islamic religious education based on Merdeka Belajar curriculum in vocational high schools. Al-Hayat: Journal of Islamic Education, 8(3), 966-981. https://doi.org/10.35723/ajie.v8i3.r587

Kahayani, J. P., Pranova, D. I., & Rhama, B. (2025). Dampak Penggunaan Game Roblox Terhadap Perilaku Sosial dan Hubungan Teman Sebaya Pada Generasi Z. EDUTECH: Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(4), 728–736. https://doi.org/10.51878/edutech.v5i4.7477

Kosim, N., Fauzia, E. L., Annisa, D. N., Nugraha, J. S., & Aljanadbah, A. (2025). The Effectiveness of Thunkable-Based Mobile Learning on Arabic Vocabulary Mastery. Ta’lim Al-’Arabiyyah: Jurnal Pendidikan Bahasa Arab & Kebahasaaraban, 9(2), 224–245. https://doi.org/10.15575/jta.v9i2.52274

Krashen, S. D. (1982). Principles and Practice in Second Language Acquisition. Pergamon Press.

Langputeh, S., Oktavia, G., Febriani, A., Pasaleron, R., Guslianto, G., Hamdi, H., & Fitri, R. (2023). Student Problems in Learning Arabic at Senior High Schools. Al-Hashif: Jurnal Pendidikan dan Pendidikan Islam, 1(2), 74-82. Retrieved from https://jurnal.staiyastispadang.ac.id/index.php/Al-Hashif/article/view/73

Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. Cambridge University Press.

Majid, F. F. D. N., Rahman, A., & Anwar, S. (2025). EFL Student’s Perception on Digital Learning Media Technology: The Case of Secondary Schools in Indonesia. English Language Teaching Methodology, 5(2), 139–151. https://doi.org/10.56983/eltm.v5i2.1862

Malizal, Z. Z. (2025). Islamic education and globalization: Curriculum, identity, and digital integration. Sinergi International Journal of Islamic Studies, 3(2), 70–82. https://doi.org/10.61194/ijis.v3i2.711

Masyitoh, S., Rasyid, Y., Setiadi, S., & Zulharby, P. (2026). The development of Arabic language teaching material design based on interactive multimedia for Indonesian migrant workers in Saudi Arabia. Mudirrudh-Dhad, 1, Article 199. Retrieved from https://journal.pppbai.or.id/index.php/mudirrudh-dhad/article/view/199

Mayer, R. E. (2002). Multimedia learning. In Psychology of Learning and Motivation (Vol. 41, pp. 85–139). Elsevier. https://doi.org/10.1016/S0079-7421(02)80005-6

Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook. SAGE Publications.

Morreale, D., & Rosa, A. (2024). Roblox and the Pervasiveness of Play: What Game-Making Communities Can Teach Us About Participatory Practices in Affinity Spaces. International Journal of Communication, 18, 4281–4299. Retrieved from https://ijoc.org/index.php/ijoc/article/view/21902

Napida, M., Farhan, M., Istiara, F., & Hastomo, T. (2024). Innovative Approaches: Integrating Technology into English Language Teaching and Curriculum Design. Lexeme: Journal of Linguistics and Applied Linguistics, 6(2), 79–86. https://doi.org/10.32493/ljlal.v6i1.41542

Nation, I. S. P. (2022). Learning Vocabulary in Another Language (3rd ed.). Cambridge University Press.

Nguyen, H. A. (2026). Vocabulary Acquisition in Young EFL Learners: A Thematic Review of Strategies, Media, and Outcomes. International Journal of Language Instruction, 5(1), 45-58. https://doi.org/10.54855/ijli.26513

Nordin, F. N., Isa, A. A. M., Rahman, T. A. F. T. A., & Suparia, F. A. M. (2025). Immersive learning for Arabic as a foreign language: A VR game-based model for vocabulary acquisition. International Journal of Research and Innovation in Social Science, 9(24), 688–700. https://doi.org/10.47772/IJRISS.2025.924ILEIID0073

Nurazizah, A., Aedi, K., & Wahyudin, W. (2026). Integration of Mobile Assisted Language Learning in Arabic Language Education: A Systematic Literature Review. Journal of Language and Literature Studies, 6(1), 125-136. https://doi.org/10.36312/jolls.v6i1.4356

Piaget, J. and Inhelder, B. (1972). The Psychology of the Child. Basic Books.

Prensky, M. (2001). Digital Game-Based Learning (p. 1). McGraw-Hill.

Reinhardt, J. S. and Sykes, J.M (2013). Language at Play: Digital Games in Second and Foreign Language Teaching and Learning. Pearson Education, Incorporated.

Sarah, S., Rizqia, A., Lisna, L., & Ali, M. (2024). Technology Integration in Arabic Language Skills Development in the Digital Era. Al-Fusha: Arabic Language Education Journal, 6(2), 74-81. https://doi.org/10.62097/alfusha.v6i2.1735

Sonbul, S., El-Dakhs, D. A. S., & Al-Harthi, M. (2026). The vocabulary learning strategies of multilinguals: the case of Arabic and English learners. International Journal of Multilingualism, 23(1), 633–654. https://doi.org/10.1080/14790718.2025.2529494

Sugiyono. (2019). Metode Penelitian Kuantitatif. Alfabeta.

Teng, M. F. (2023). The effectiveness of multimedia input on vocabulary learning and retention. Innovation in Language Learning and Teaching, 17(3), 738–754. https://doi.org/10.1080/17501229.2022.2131791

Thelma, C. C., Sain, Z. H., Mpolomoka, D. L., Akpan, W. M., & Davy, M. (2024). Curriculum Design for the Digital Age: Strategies for Effective Technology Integration in Higher Education. International Journal of Research, 11(7), 85–201. https://doi.org/10.5281/zenodo.13123899

Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1974). Instructional development for training teachers of exceptional children. Leadership Training Institute.

Ṭu‘aymah, R. A. (2004). Ta’lim Al-Lughah Al-‘Arabiyyah Li Ghayr Al-Natiqin Biha: Manahijuhu Wa Asalibuhu. Dar al-Fikr al-‘Arabi.

Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412–425. https://doi.org/10.1016/j.compedu.2012.07.018

Wulandari, A., Fahrudin, A., & Rahman, A. (2025). Peran Roblox dalam Pembentukan Identitas Generasi Muda: Sebuah Tinjauan Literatur. Interaction Communication Studies Journal, 2(2), 15. https://doi.org/10.47134/interaction.v2i2.4777

Zhang, Y., Li, F., & Xie, F. (2026). A meta-analysis of the effectiveness of digital game-based language learning on second language development. Proceedings of the 2026 5th International Conference on Educational Innovation and Multimedia Technology (EIMT 2026), 165–177. Atlantis Press. https://doi.org/10.2991/978-94-6239-691-3_18

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30(1), 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zakaria, A., & Zakaria, N. Y. K. (2025). The Impact of Digital Game-Based Learning Tools on Motivation, Engagement, and Performance in Language Education: A Systematic Literature Review. International Journal of Academic Research in Progressive Education and Development, 14(1), 2235–2251. https://dx.doi.org/10.6007/IJARPED/v14-i1/24954

Downloads

Additional Files

Published

30-06-2026

How to Cite

Jubaidah, S., Sarip, M., Masyitoh, S., Rafif, A. R., & Menasri, W. (2026). Development of a Roblox-Based Interactive Game for Arabic Vocabulary Learning in Islamic Senior High Schools. Ta’lim Al-’Arabiyyah: Jurnal Pendidikan Bahasa Arab & Kebahasaaraban, 10(1), 1–16. https://doi.org/10.15575/jta.v10i1.55124

Citation Check