Abbi Nizar Muhammad
Universitas Jember
Bagas Al Akbar Maulana
Universitas Jember
Muhammad Hanif Prahasta
Universitas Jember
Reza Azaria Ardhani
Universitas Jember
Keywords: Roblox; Game-Based Learning; Literacy; Numeracy; Critical Thinking; Problem Solving
ABSTRACT
The low literacy and numeracy achievement of Indonesian students based on the 2022 Programme for International Student Assessment (PISA) results indicates the need for more interactive and contextual digital learning innovations. In addition, learning processes in schools are still dominated by conventional methods with limited utilization of technology, which impacts students’ learning motivation, critical thinking, and problem-solving skills. This community service activity aims to develop an educational game-based learning media on the Roblox platform to improve literacy, numeracy, critical thinking, and problem-solving skills of 15 years old students in Jember. The development method used was the Iterative Product Development Process (IPDP). The map was developed using Roblox Studio through the implementation of storytelling features, literacy and numeracy-based stage quizzes, reward systems, and multiplayer collaboration modes. The results of the activity showed that the MountDaki learning media was able to increase students’ motivation and engagement in the learning process. Students demonstrated high enthusiasm in completing literacy and numeracy challenges and were able to collaborate in solving problems within the game. Furthermore, the gamification and multiplayer features were considered effective in creating a more interactive, applicable, and enjoyable learning experience. Therefore, this educational game has the potential to become an innovative digital learning medium that is relevant to the needs of 21st-century education.
PUBLISHED
2026-01-31
ISSUE
Vol. 2 No. 1 (2026)
SECTION
Articles
LICENSE
Copyright (c) 2026 Jurnal Transformasi Digital Masyarakat