OKTAVIYANTI, MARSHELLA and Gatot, Subroto and Dewi, Nopita (2026) THE IMPACT OF PLAYING ROBLOX ON STUDENTS' ENGLISH VOCABULARY ACQUISITION: A CASE STUDY AT SMPN 16 TANJUNGPINANG. S1 thesis, Universitas Maritim Raja Ali Haji.
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Abstract
This descriptive qualitative study (July 2026) examined the impact of playing Roblox on the English vocabulary proficiency of six 8th-grade students at SMPN 16 Tanjungpinang who played for at least 5 hours per week on an English-language server. Data were collected through a screening questionnaire (45 students) and in-depth interviews, and analyzed using the Miles & Huberman model with triangulation of methods. The results indicate that Roblox has a significant positive impact through incidental and autonomous learning. Students acquire action vocabulary (heal, run), interface terms (trade, shop), and contextual phrases thanks to visual aids, in-game prompts, and interactions with foreign players. The low-pressure gaming environment (low affective filter) facilitates the transition from passive understanding to active, everyday use. However, unsupervised play risks causing cognitive confusion and exposing students to slang.
| Item Type: | Thesis (S1) | |||||||||
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| Subjects: | 400. Bahasa > 415 Grammar, Sentences, Syntax, Word Order/Tata Bahasa, Kalimat, Sintaksis, Kata | |||||||||
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Program Studi Pendidikan Bahasa Inggris | |||||||||
| Depositing User: | user bahasa2 | |||||||||
| Date Deposited: | 12 Aug 2026 01:56 | |||||||||
| Last Modified: | 12 Aug 2026 01:56 | |||||||||
| URI: | http://repositori.umrah.ac.id/id/eprint/11977 |
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