Roblox-Based Gamified Math Learning Game for Primary 1–3 Students

Main Article Content

Paskorn Thepsanit
Patiphan Thonabud
Manachai Toahchoodee
Waralak Vongdoiwang Siricharoen

Abstract

This research aimed to: (1) promote analytical thinking and problem-solving skills, (2) teach fundamental concepts of calculating income and expenses, financial planning, and saving, and (3) foster imagination and learning through simulated situations. The identified problem was that primary school students often lack motivation to practice mathematics, resulting in discontinuous and unengaging learning. Therefore, the researchers developed a game to provide both enjoyment and opportunities for students to review and strengthen their mathematical skills simultaneously. The research methodology involved collecting data from teachers and target students through questionnaires and interviews, as well as testing the prototype game in actual practice. The collected data were then analyzed to determine user requirements and further develop the prototype. The game was created using Roblox Studio and Lua scripting, together with UX/UI design appropriate for primary school learners. The evaluation tool was a 5-point Likert scale satisfaction questionnaire. The results showed that the developed game achieved a very good level of quality. Expert evaluators reported an average score of (x ̅ = 4.68), while general users reported an average score of (x ̅ = 4.58). These findings indicate that the game effectively meets user needs and successfully enhances motivation for mathematics learning among primary school students.

Article Details

Section
Research Articles

References

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

Equitable Education Fund (EEF). (2021). Research report on the use of digital learning platforms. https://www.eef.or.th/

Hakulinen, L., Auvinen, T., & Korhonen, A. (2019). The effect of gamification on students with different achievement goal orientations. Proceedings of the 2015 International Conference on Learning and Teaching in Computing and Engineering, 9–16. IEEE. https://doi.org/10.1109/LaTiCE.2015.38

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034. IEEE. https://doi.org/10.1109/HICSS.2014.377

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Institute for the Promotion of Teaching Science and Technology (IPST). (2022). Report on mathematics learning achievement of Thai students. https://www.ipst.ac.th/

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley. https://karlkapp.com/wp-content/uploads/2013/01/clo_gamification.pdf

Ministry of Education. (2017). Basic education core curriculum B.E. 2551 (Revised B.E. 2560). https://drive.google.com/file/d/1F4_wAe-ZF13-WhvnEAupXNiWchvpcQKW/view

Ministry of Education. (2021). Report on education and the use of gamification in mathematics learning. https://www.moe.go.th/wp-content/uploads/2025/03/รายงานผลการปฏิบัติงานฉบับสมบูรณ์-สญ-2.2566_compressed.pdf

OECD. (2019). OECD Learning Compass 2030: A series of concept notes. OECD Publishing. https://www.oecd.org/education/2030-project/teaching-and-learning/learning/learning-compass-2030/

Pressman, R. S., & Maxim, B. R. (2020). Software engineering: A practitioner’s approach (9th ed.). McGraw-Hill.

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21–21. https://doi.org/10.1145/950566.950596