Students’ Perceptions of Using Roblox in Multimodal Literacy Practices in Teaching and Learning English

T. Silvana Sinar, Mohammad Andri Budiman, Rohani Ganie, Rusdi Noor Rosa

Abstract


The need for digital technology involvement in education is increasingly apparent, so learning techniques are required to be prepared in various digital formats. Using digital learning materials enables teachers to implement the current concept of literacy, i.e., multimodal literacy. This study aims to find out the students' need for digital literacy and their perceptions of using the Roblox game as the learning media to improve their multimodal literacy. This descriptive study used a survey method, taking the second-year junior high school students in the 2021-2022 academic year in one of the state junior high schools in Medan, Indonesia as the respondents. The data were collected using two sets of closed-ended questionnaires. The data obtained from the first questionnaire were analyzed using a forced choice technique for yes or no answers, while the data obtained from the second questionnaire were analyzed using a 4-Point Likert Scale. The results indicate the students' need for digital literacy and their good perceptions of using Roblox as the learning media in improving their English multimodal literacy. It is concluded that teaching English at junior high school is expected to be designed in a digital format by involving games as the media, facilitating the students to improve their English multimodal literacy.


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DOI: https://doi.org/10.5430/wjel.v13n7p146

World Journal of English Language
ISSN 1925-0703(Print)  ISSN 1925-0711(Online)

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