THE USE OF ROBLOX IN SCHOOL EDUCATION AND ITS POTENTIAL AND WEAKNESSES IN STUDENT DEVELOPMENT
DOI:
https://doi.org/10.63330/aurumpub.033-009Keywords:
School education, Digital games, Roblox, Digital safetyAbstract
The use of digital technologies in the educational context has intensified, especially since the inclusion of platforms based on digital games as innovative pedagogical strategies. In this scenario, Roblox stands out as a virtual environment widely used by children and adolescents, sparking the interest of educators regarding its educational possibilities. However, alongside its pedagogical potential, concerns emerge related to the platform's weaknesses, particularly regarding digital security and the risks of exposing minors to inappropriate interactions. Given this context, the problem that motivated this research is to understand how the use of Roblox in school education can contribute to student development, considering both its pedagogical benefits and its limitations and risks. The overall objective of the study was to analyze the strengths and weaknesses of Roblox use in school education and its implications for the cognitive, social, and socio-emotional development of students, based on a literature review. To achieve this purpose, the research adopted a qualitative, exploratory, and descriptive approach, based on a literature review conducted in the Google Scholar and SciELO databases. The analyzed corpus consisted of publications from 2021 to 2025, including one simple abstract, one extended abstract, six scientific articles, two articles in English, one book, and one doctoral thesis, selected based on criteria of thematic relevance and scientific rigor. The results indicate convergence among the authors regarding the potential of Roblox to promote engagement, meaningful learning, creativity, collaboration, and the development of logical thinking, especially when used in a planned and teacher-mediated manner. However, the literature also points to important weaknesses, such as insufficient teacher training, excessive screen time, inequalities in access to technologies, and, significantly, risks related to digital security, including situations of child grooming in virtual environments. These findings demonstrate that the educational benefits of the platform are not automatic and depend on pedagogical mediation, adult supervision, and educational practices focused on digital safety. It is concluded that Roblox can be a relevant pedagogical resource in the school context, provided its use is critical, ethical, and safe. This study contributes to the educational field by systematizing knowledge on the subject and reinforcing the need for educational policies, teacher training, and digital safety strategies that ensure the comprehensive development of students in digital environments.
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