32 International Journal of Emerging Technologies in Learning (iJET) iJET | Vol. 18 No. 19 (2023)
iJET | eISSN: 1863-0383 | Vol. 18 No. 19 (2023) |
JET
International Journal of
Emerging Technologies in Learning
Alhasan, K., Alhasan, K., Al Hashimi, S. (2023). Roblox in Higher Education: Opportunities, Challenges, and Future Directions for Multimedia Learning.
International Journal of Emerging Technologies in Learning (iJET), 18(19), pp. 32–46. https://doi.org/10.3991/ijet.v18i19.43133
Article submitted 2023-05-14. Revision uploaded 2023-08-01. Final acceptance 2023-08-03.
© 2023 by the authors of this article. Published under CC-BY.
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PAPER
Roblox in Higher Education: Opportunities, Challenges,
and Future Directions for Multimedia Learning
ABSTRACT
Roblox is widely recognized as one of the most popular metaverse games, boasting millions
of users across the globe. The focus of this paper is on the impact of Roblox on higher edu-
cation, exploring how it can be utilized as a valuable educational tool and the benefits and
opportunities that can be created by integrating it into university courses. Additionally, this
study investigates the challenges faced by students and educators when attempting to inte-
grate Roblox into curricula. Previous research has primarily focused on Roblox’s impact on
elementary schools, leaving unexplored its potential as a metaverse learning platform for
higher education. To address this gap, a systematic literature review was conducted to extract
themes from the selected literature, identify gaps, and draw conclusions. The study reveals
that Roblox can be an effective tool for higher education and has the potential to gamify any
university course. However, there is little awareness among educators about metaverse, and
creating a customized 3D environment and coding it using Lua to create games can be a chal-
lenging task for them. The potential of Roblox as a learning platform for higher education has
not been explored much. This study aims to investigate the perspective of students on Roblox’s
integration as an educational tool using the TAM model, which states that computer accep-
tance depends on perceived usefulness and ease of use. The study will examine the potential
of Roblox as an educational tool for higher education, as previous research has been limited
to elementary schools.
KEYWORDS
Roblox, higher education, metaverse, Technology Acceptance Model, Gamification
1 INTRODUCTION
In recent years, the use of video games in education has gained increasing
attention as a potential means of enhancing student engagement and learning
outcomes. Despite previous perceptions of video games as being juvenile and
immature, contemporary research has revealed that gaming interventions
Khaled Alhasan
1
(),
Khawla Alhasan
2
,
Sama’a Al Hashimi
3
1
American University of
Bahrain, Riffa, Bahrain
2
University of Kent,
Canterbury, United Kingdom
3
University of Bahrain,
Sakhir, Bahrain
khaled.alhasan@
aubh.edu.bh
https://doi.org/10.3991/ijet.v18i19.43133