Roblox and Education: A Possibility or a Danger for the Digital Age

Authors

  • Karlina Karlina Pascasarjana, Universitas PGRI Palembang, Indonesia Author

Keywords:

Digital Education, Digital Literacy, Game-Based, Roblox, Student Behavior Education.

Abstract

This study examined the dual role of Roblox in education, highlighting both its risks and its potential benefits for students. On one hand, Roblox could distract learners and reduce academic focus; on the other, it could foster creativity, collaboration, and digital literacy when used appropriately. The research applied a literature review method, synthesizing studies published between 2010 and 2024 on digital education, game-based learning, and students’ online behavior. The findings indicated that Roblox could increase motivation and support creative problem-solving when integrated into a structured pedagogical approach. However, excessive and unsupervised use could result in digital addiction, declining concentration, and possible exposure to inappropriate content. The novelty of this research lay in its comprehensive discussion of Roblox as a learning medium within Indonesia’s 21st-century educational context. Practically, the study offered guidance for teachers and parents to regulate screen time while using the platform as a constructive and engaging educational tool.

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Published

2026-03-01