Alhasan, Khaled, Alhasan, Khawla, Al Hashimi, Sama’a (2023) Roblox in Higher Education: Opportunities, Challenges, and Future Directions for Multimedia Learning. International Journal of Emerging Technologies in Learning, 18 (19). E-ISSN 1863-0383. (doi:10.3991/ijet.v18i19.43133) (KAR id:103118)
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Official URL: https://doi.org/10.3991/ijet.v18i19.43133 |
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.
Item Type: | Article |
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DOI/Identification number: | 10.3991/ijet.v18i19.43133 |
Uncontrolled keywords: | Roblox, higher education, metaverse, Technology Acceptance Model, Gamification |
Subjects: |
L Education > LB Theory and practice of education > LB2300 Higher Education Q Science > QA Mathematics (inc Computing science) > QA 76 Software, computer programming, > QA76.9.H85 Human computer interaction |
Divisions: | Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts |
Funders: | University of Kent (https://ror.org/00xkeyj56) |
Depositing User: | Khawla Alhasan |
Date Deposited: | 04 Oct 2023 18:47 UTC |
Last Modified: | 05 Nov 2024 13:09 UTC |
Resource URI: | https://kar.kent.ac.uk/id/eprint/103118 (The current URI for this page, for reference purposes) |
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