Roblox in Higher Education

Opportunities, Challenges, and Future Directions for Multimedia Learning

Authors

DOI:

https://doi.org/10.3991/ijet.v18i19.43133

Keywords:

Roblox, higher education, metaverse, Technology Acceptance Model, Gamification

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 education, 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 integrate 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 challenging 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 acceptance 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.

Author Biographies

Khaled Alhasan

Khaled Alhasan is a Lecturer of Multimedia Design & Studios Manager.  He is Co-Founder of Masar Creative Technology (www.masar-edu.com). He is a Ph.D. candidate in Technology Enhanced Learning at the University of Lancaster and hold a master’s degree in 3D Architectural Visualization from the University of Kent. He worked in the 3D creative technology field for over ten years and taught many Arab students unique skills that created new job opportunities for them in the GCC market. He serves as a lecturer of Multimedia Design and studio manager at AUBH. He launched the Masar platform with a Youtube channel as a non-profit digital platform (Masar Youtube Channel) with more than 10,000 registered students from all over the MENA region.  His research interests included Metaverse, Virtual Reality, Augmented Reality, Animation, CGI, Technology Enhanced Learning, Digital user experience VFX, Digital heritage, Cross reality applications, Computer games design, and Visual computing.

Khawla Alhasan

Khawla Alhasan is a PhD candidate in Creative and Immersive Technology, at the University of Kent, UK. Research and Teaching Assistant at the University of Bahrain. Her research interests include human food interaction, and designing multisensory experiences  and immersive spaces - that utilise the senses to enhance well-being, playfulness, and social bonding.

Sama'a Al Hashimi, University of Bahrain

Sama’a Al Hashimi is an Associate Professor in Digital Media and Graphic Design in the Department of Communication, Tourism and Arts at the University of Bahrain. She holds a PhD and MA in Design for Interactive Media from Lansdowne Center for Electronic Arts / Middlesex University in the United Kingdom, and a Bachelor's degree in Graphic Design / Fine Arts (Minor) from the Lebanese American University of Beirut.  She also holds a Postgraduate Certificate in Academic Practice from York St John University in the United Kingdom, a Professional Diploma in Digital Marketing in Ireland, and she is a certified Microsoft Educator.  In 2014, she founded the Bachelor of Arts and Design program at the University of Bahrain in cooperation with Dr. Samia Engineer and worked as the program coordinator for several years thereafter.  She has extensive academic experience in various research, artistic and technical fields including creative design, interactive design, graphic design, animation, design of children's stories, design of advertisements and corporate branding, packaging design, web development and interactive games, and digital marketing.  She published a number of scientific papers in prestigious international journals and conferences in various countries of the world, including China, the United States, Britain, Germany, Portugal, Italy, Sri Lanka, Oman, Saudi Arabia, Tunisia and Morocco.

Downloads

Published

2023-10-04

How to Cite

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

Issue

Section

Papers