
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
www.rsisinternational.org
NOVELTY AND RECOMMENDATIONS
The Novelty of This Study Lies in Applying Roblox as A New Approach in Developing The 4cs of 21
st
Century Skills. Commonly This Game Being Played by Gen Z As Part of The Entertainment. Now, This Game
Will Be Part of the Teaching Tools and Undeniably Will Attract The Students. Unlike Conventional
Gamification Tools Such as Kahoot! Or Quizizz, Roblox Allows for Immersive Role-Play, Collaboration, And
Creativity Within A 3d Virtual Environment. This Unique Combination Fills the Gap Between Digital Play and
Academic Learning.
Higher education institutions should consider integrating Roblox-based gamification to complement lectures,
especially for non-accounting students who struggle with abstract concepts. For further research, Roblox
application in education should be expanded into other disciplines or probably can be used to explore how this
game may develop other skills that benefits the students in getting a job.
ACKNOWLEDGEMENTS
The author would like to express sincere gratitude to our Head of Academic Centre, Dr Susan Hydra Sikayu
for providing the guidance and support in preparing this concept paper. Appreciation is also extended to all
other colleagues from Faculty of Accountancy, Cawangan Sarawak for their valuable insights and
encouragement throughout the development of this work.
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