Effects of Roblox-Based Gamification on Elementary Students' Physical Activity: A Quasi-Experimental Study

Yusuf Dwi Meirianto, Teguh Satria, Herdiansyah Herdiansyah, Devtio Dwiwahyudi, Wulan Nurlaela

Abstract


The decline in physical activity among elementary school students in the digital era highlights the need for innovative approaches to physical education. This study examined the effect of Roblox-based gamification on students’ physical activity and active habits. A quasi-experimental design with purposive sampling was applied. Participants included 116 fifth-grade students aged 9–12 years from two elementary schools in South Tangerang, Indonesia. Two private elementary schools in Tangerang Selatan participated in this study, with 60 students from School A and 56 from School B. The intervention was conducted over six weeks (12 sessions). The experimental group engaged in Roblox-based gamified activities, including running, jumping, balance, coordination, and team challenges, while the control group received conventional physical education. Data were collected using the Physical Activity Questionnaire for Children (PAQ-C) and structured observation sheets. Statistical analyses included descriptive statistics, paired-sample t-tests, and independent-samples t-tests. Results showed a significant improvement in physical activity in the experimental group, with PAQ-C scores increasing from 2.61 ± 0.42 to 3.78 ± 0.51, compared to 2.58 ± 0.39 to 2.95 ± 0.46 in the control group. Active habits and student engagement also improved throughout the intervention. These findings indicate that Roblox-based gamification effectively enhances physical activity and promotes active habits in elementary physical education.

Keywords


Active Habits; Physical Activity; Roblox-Based Gamification

References


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DOI: https://doi.org/10.17509/tegar.v9i2.98976

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