Speaker
Description
Roblox is currently one of the world’s largest multiplayer gaming platforms, bringing together millions of active users and creating complex digital environments in which young people interact, cooperate and build social relationships. Although online games are often perceived primarily as a source of distraction and a threat to education, this presentation explores their potential from a pedagogical and social perspective.
The presentation focuses on Roblox as a digital space that may support student wellbeing, motivation and social competences among secondary school students. The research is based on the assumption that multiplayer digital environments can function not only as entertainment, but also as spaces reducing school-related stress, strengthening peer relationships and supporting the emotional wellbeing of young people.
The topic corresponds with the conference area “Environmental Humanities and Social Futures: Narratives Shaping Transformations,” as it reflects on the changing environments in which young people function and on the role of digital technologies in shaping contemporary social and educational experiences. In a world of rapid technological transformation, digital spaces are becoming an important part of young people’s everyday lives, influencing the way they build relationships, cope with stress and perceive school and personal wellbeing.
| Presenting author | Aleksandra Joanna Słonka |
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