Game-Based Learning of Linear Equations Using Roblox: Enhancing Pre-Semester Math Readiness

This paper presents a method for developing a game-based learning approach to teaching linear equations, designed as part of a pre-semester course for undergraduate students. A sample group of thirty-three high school students was selected for the study to test game effectiveness, as their age and academic background were closely related to incoming first-year students. The Roblox platform was used as the primary development tool. The game consists of three zones, each providing various difficulty levels, incorporating linear equation learning content, questions, missions, and in-game obstacles such as monsters. Players must learn and solve linear equations to unlock a zone and earn points. The game can capture and track player data, scores, mission progress, etc. To assess game effectiveness, a survey covering four key aspects was conducted to capture players’ perceptions of the game: game content, design, characteristics, and performance. The survey data were analyzed using descriptive statistics. Both males and females rated the game content with the highest satisfaction ($M=4.08$), followed by game design ($M= 4.07$), game characteristics ($M=4.06$), and game performance ($M=3.69$).

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Published
2025-07-30
DOI
https://doi.org/10.1109/istem-ed65612.2025.11129279
Primary Topic
Mathematics Education and Pedagogy
Type
article
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article

Game-Based Learning of Linear Equations Using Roblox: Enhancing Pre-Semester Math Readiness

Yuwarat Srisupawong, Wuttiporn Suamuang, Nawinda Binhasyeesulaiman, Ketsaraporn Niworn et al.
Mathematics Education and Pedagogy
article

Game-Based Learning of Linear Equations Using Roblox: Enhancing Pre-Semester Math Readiness

Yuwarat Srisupawong, Wuttiporn Suamuang, Nawinda Binhasyeesulaiman, Ketsaraporn Niworn, Chamanta Thipburi
article en

Abstract

This paper presents a method for developing a game-based learning approach to teaching linear equations, designed as part of a pre-semester course for undergraduate students. A sample group of thirty-three high school students was selected for the study to test game effectiveness, as their age and academic background were closely related to incoming first-year students. The Roblox platform was used as the primary development tool. The game consists of three zones, each providing various difficulty levels, incorporating linear equation learning content, questions, missions, and in-game obstacles such as monsters. Players must learn and solve linear equations to unlock a zone and earn points. The game can capture and track player data, scores, mission progress, etc. To assess game effectiveness, a survey covering four key aspects was conducted to capture players’ perceptions of the game: game content, design, characteristics, and performance. The survey data were analyzed using descriptive statistics. Both males and females rated the game content with the highest satisfaction ($M=4.08$), followed by game design ($M= 4.07$), game characteristics ($M=4.06$), and game performance ($M=3.69$).

King Mongkut's University of Technology Thonburi (TH)
Quality Education
Openalex Percentile: Top 68%
Mathematics Education and Pedagogy
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Game-Based Learning of Linear Equations Using Roblox: Enhancing Pre-Semester Math Readiness — Yuwarat Srisupawong, Wuttiporn Suamuang, et al. · (2025) | TGRS Research Map | TGRS