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. Online-Journals.org 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