Pengembangan Game Edukasi Geoworld Berbasis Virtual Reality Menggunakan Roblox pada Materi Geometri Kelas XII

Authors

  • Nabila Nasution Universitas Negeri Medan Author
  • Syeila Fatiha Universitas Negeri Medan Author
  • Mirna Sianipar Universitas Negeri Medan Author
  • Syalwa Nur Alisya Universitas Negeri Medan Author
  • Fevi Rahmawati Suwanto Universitas Negeri Medan Author

DOI:

https://doi.org/10.63822/scwhqz78

Keywords:

GeoWorld, Virtual Reality, Euclidean Geometry, Non-Euclidean Geometry, Learning Media

Abstract

Geometry is a branch of mathematics that requires strong visualization and spatial reasoning skills; however, its abstract concepts are often difficult for students to understand. The use of Roblox integrated with Virtual Reality (VR) technology offers a potential alternative for creating interactive learning experiences and facilitating a more concrete visualization of geometric concepts. This study aimed to develop GeoWorld, a Virtual Reality-based learning medium on the Roblox platform for Euclidean and non-Euclidean geometry, and to determine its validity and practicality. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were 10 twelfth-grade science students at ATS-TSAQOFIY Islamic Boarding School. The research instruments included material expert validation sheets, media expert validation sheets, and student practicality questionnaires. The data were analyzed descriptively using validity and practicality percentage techniques. The results showed that GeoWorld achieved a material validation score of 89.00% and a media validation score of 82.00%, both categorized as very valid. In addition, the student practicality test resulted in a score of 74.80%, which was categorized as practical. These findings indicate that GeoWorld is feasible for use as a virtual reality-based mathematics learning medium, as it provides an interactive and engaging learning experience while helping students understand Euclidean and non-Euclidean geometry concepts more concretely.

References

Akbar, S. (2017). Instrumen Perangkat Pembelajaran. Bandung: PT Remaja Rosdakarya.

Byun, G., Moon, J., & Sun, C. (2024). Enhancing computational thinking through constructionist gaming in a Roblox-supported virtual makerspace. Immersive Learning Research – Practitioner, 1(1), 32–35. https://doi.org/10.56198/5M1RHNGTM

Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6

Chen, J., Fu, Z., Liu, H., & Wang, J. (2024). Effectiveness of Virtual Reality on Learning Engagement : 19(1), 1–14. https://doi.org/10.4018/IJWLTT.334849

Carolina, Y. D. (2022). Augmented Reality sebagai media pembelajaran interaktif 3D untuk meningkatkan motivasi belajar siswa digital native. Ideguru: Jurnal Karya Ilmiah Guru, 8(1), 10–16. https://doi.org/10.51169/ideguru.v8i1.448

Damayanti, D. C., & Nurafni. (2021). Media Pembelajaran Mobile Learning CAB’s (Cubes and Blocks) Berbasis Cabri 3D pada Materi Bangun Ruang. Jurnal Ilmiah Pendidikan dan Pembelajaran, 5(3), 408–417. https://doi.org/10.23887/jipp.v5i3.37686

Fiqri, C. I. A., Cholily, Y. M., Syaifuddin, M., & Effendi, M. M. (2025). Virtual Reality and Artificial Intelligence: Challenges and Opportunities in its Implementation in Mathematics Learning. Jurnal Riset Pendidikan Matematika, 12(2), 214–234. https://doi.org/10.21831/jrpm.v12i2.78816

Faridah, I., & Deng, C. (2024). Approach and application of the Roblox application as a learning medium. Scientechno: Journal of Science and Technology, 3(3). https://doi.org/10.70177/scientechno.v3i3.1395

Fowler, S., Kennedy, J. P., & Cutting, C. (2024). Self-determined learning in a virtual makerspace: A pathway to improving spatial reasoning for upper primary students. International Journal of Technology and Design Education, 34, 563–584. https://doi.org/10.1007/s10798-023-09840-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

Mulbar, U., & Farhan, M. (2024). Augmented Reality Media as a Solution for Three- Dimensional Material. Alauddin Journal of Mathematics Education. https://doi.org/10.24252/ajme.v6i2.52200

Mahayani, K. E., Agustini, K., & Sudatha, I. G. W. (2023). The Effectiveness of Virtual Reality in Mathematics for SPLDV Material. Journal of Education Technology, 7(3), 390–399. https://doi.org/10.23887/jet.v7i3.62458

Mubharokh, A. S., Afgani, M. W., & Paradesa, R. (2021). Pengembangan game edukasi matematika berbasis komputer pada materi pola bilangan. Pythagoras, 16(1), 33–43. https://doi.org/10.21831/pg.v16i1.34185

Novita, S., Setyowibowo, H., Adhi, P., Wijayanti, K., & Erwina, W. (2025). Exploring the impact of virtual reality- based mathematics learning on students ’ motivation : Protocol for a systematic review and meta-analysis. 1–8. https://doi.org/10.1371/journal.pone.0319664

Nurlita, J., Ramadhani, S. S., & Wahyunengsih. (2025). Using Virtual Reality and Augmented Reality to Learning Mathematics. Bilangan, 3(3), 245–255. https://doi.org/10.62383/bilangan.v3i3.670

Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/ACCESS.2021.3140175

Putra, P., & Sofiana, S. (2022). Implementasi aplikasi augmented reality pembelajaran matematika 3D geometric shapes berbasis Android. OKTAL.

Rodríguez, J. L., Romero, I., & Codina, A. (2021). The influence of NeoTrie VR’s immersive virtual reality on the teaching and learning of geometry. Mathematics, 9(19), 2411. https://doi.org/10.3390/math9192411

Septian, A., & Monariska, E. (2021). The improvement of mathematics understanding ability and students learning motivation using GeoGebra-based educational games. Al-Jabar, 12(2), 371–384.

Yanuarto, W. N., & Iqbal, A. M. (2022). The The Augmented Reality Learning Media to Improve Mathematical Spatial Ability in Geometry Concept. Edumatica, 12(01), 1–15. https://doi.org/10.22437/edumatica.v12i01.17615

Published

2026-06-06

Issue

Section

Articles

How to Cite

Nasution, N., Fatiha, S. ., Sianipar, M. ., Nur Alisya, S. ., & Rahmawati Suwanto, F. . (2026). Pengembangan Game Edukasi Geoworld Berbasis Virtual Reality Menggunakan Roblox pada Materi Geometri Kelas XII. Jejak Digital: Jurnal Ilmiah Multidisiplin, 2(4), 5101-5111. https://doi.org/10.63822/scwhqz78