Roblox is a user-generated multiplayer gaming platform where people create games, play games other users made, and hang out in virtual worlds. Think of it as YouTube meets game development meets social media, except everything's blocky and runs on a platform that lets anyone build 3D environments without needing a computer science degree.
The platform hit 100 million monthly active users in 2019, which is bigger than most countries. Kids under 13 spent an average of 51.5 million hours per month on Roblox according to comScore data from December 2017. That's not a typo.
We're talking about elementary school kids putting in serious time on this platform, more time than they spend on YouTube or Netflix in some cases.
But here's what makes this interesting for education: while kids are building obstacle courses and pizza restaurants in Roblox, they're accidentally learning logic, spatial reasoning, and basic coding concepts. Some teachers noticed this and started asking if they could use Roblox deliberately as a teaching tool instead of pretending it doesn't exist.
What Teachers Actually Think About This
A survey hit seven elementary teachers in a private Missouri school to see if Roblox was as big as the internet claimed. The results were pretty straightforward.
Teacher Awareness and Student Usage:
| Grade Level | Students Who Know/Play Roblox | Percentage |
|---|---|---|
| Kindergarten A | 0 out of 11 | 0% |
| Kindergarten B | 5 out of 11 | 45% |
| Kindergarten C | 5 out of 10 | 50% |
| 1st Grade | 4 out of 11 | 36% |
| 2nd Grade | 7 out of 9 | 77% |
| 3rd Grade | 7 out of 13 | 53% |
| 4th-6th Grade | 5 out of 8 | 62% |
| Average | 33 out of 73 | 46% |
Almost half the kids in this school either played Roblox or knew what it was. The variation by grade is wild though. That one kindergarten teacher had zero kids familiar with it, while the 2nd grade teacher had 77% of her class on the platform. This tells you something about how Roblox spreads through social groups rather than age groups.
Six out of seven teachers (90%) had heard of Roblox, and every single one heard about it from their own children or students. Not from professional development workshops or educational conferences. From kids.
The Teaching Strategies That Actually Matter
When the survey asked teachers to rank their preferred strategies for using educational technology, three rose to the top. This matters because it shows what teachers prioritize when they're drowning in options and have limited time.
Top 3 Teaching Strategies (Ranked by Frequency):
- Motivation: Five teachers picked this as their first choice
- Problem-solving: Got consistent second and third place votes
- STEM (Science, Technology, Engineering, Math): Mixed between first and third
Motivation beat everything else because elementary kids have shorter attention spans than teenagers or adults. Getting them to care about learning beats having perfect curriculum design. If a video game makes fractions less painful or gets a struggling reader to follow instructions, teachers will take it.
Problem-solving came in second because that's what video games force you to do constantly. You die, you fail, you try again with different tactics. Roblox games like Natural Disaster Survival make you figure out how to not drown in a tsunami or get crushed by falling debris. That's problem-solving without a worksheet.
STEM landed third because everyone's pushing it now, and Roblox Studio (the creation side of Roblox) teaches actual coding through Lua scripting. Kids can build 3D environments, test them immediately, and see what breaks. That's closer to real engineering than most classroom STEM projects.
The Educational Potential Nobody's Talking About Properly
Roblox isn't just a game platform. It's a full development environment that 15-year-olds have used to make games played by millions of people.
Michael "Dued1" Sligh created Work at a Pizza Place when he was 15, and it became one of the most popular games on Roblox. He made real money from it. That kind of thing didn't exist when we were kids.
The platform offers free software and curriculum to teach computer science, digital literacy, and entrepreneurship. There are over 500 coding camps using Roblox across the US, UK, Hong Kong, Canada, Spain, Brazil, and Portugal. In the US alone, 119 learning sites use Roblox's education platform. These aren't tiny experimental programs. This is happening at scale.
Games Teachers Can Use Right Now
Here are actual Roblox games with clear educational applications:
- Work at a Pizza Place: You pick a role (cashier, cook, delivery driver, supplier) and perform tasks to earn money. The cook has to follow the correct sequence: dough, sauce, cheese, then bake it. Watch the oven timer. If you burn the pizza, you start over. This teaches sequencing, following multi-step instructions, and basic time management. At the end of class, students can write about their experience or calculate their earnings versus expenses.
- Farmtown: You plant seeds, water crops, harvest them for more seeds and money, then expand your farm. It's a simulation of agriculture cycles and basic economics. Expensive seeds yield more valuable crops. You make decisions about resource allocation. A teacher can tie this to lessons on plant life cycles, photosynthesis, or even supply and demand.
- Bloxburg: This is The Sims inside Roblox. You build houses using drag and drop tools, work different jobs (hairdresser, pizza maker, stocker), manage your character's needs (energy, hunger, hygiene), and pay bills. You learn that work generates income, bills need paying, and balancing fun with responsibilities matters. Teachers have used this for math (calculating income vs expenses), language (identifying nouns in different locations), or social studies (community roles).
- Natural Disaster Survival: You're stuck on an island when disasters hit. Earthquake, tornado, tsunami, volcano, flood, lightning. You figure out how to survive each one. This connects to science lessons on natural disasters, geography, and emergency preparedness. Students can journal which disasters were hardest to survive and why.
- Jailbreak: Role-playing game where you're either a cop or a criminal. Criminals try to escape prison, cops try to catch them. Students can swap roles and compare perspectives, then discuss which role was harder and why. This touches on ethics, law enforcement, consequences, and collaboration.
The Back End: Roblox Studio for Building
The games are fine, but Roblox Studio is where real learning happens. It's a full 3D development environment where students can create worlds, script behavior with Lua code, and publish games that work immediately. No waiting for compilation. No complex setup. You build something, you test it, you see what breaks, you fix it.
Roblox Education provides lesson plans for everything from 2-hour workshops to semester-long courses. They've got modules on digital citizenship, coding fundamentals, game design, and historical reconstruction. One lesson has students research a historical landmark and rebuild it in 3D, teaching them about scale, proportion, research skills, and spatial reasoning all at once.
Students have built the Pyramids of Giza, the Parthenon, and Big Ben inside Roblox Studio. These aren't just art projects. They're applying math (calculating proportions), history (researching architectural details), and technology (3D modeling) simultaneously. That's actual STEM integration, not just calling something STEM because it involves a computer.
Requirements for Running This in Schools
You need PCs or Macs with 3-button mice. Roblox Studio does not work on Chromebooks, which immediately disqualifies most US public schools that went all-in on cheap Chromebooks. You need internet access because the software stays updated through the cloud and students save projects to their Roblox accounts. Every student needs a free Roblox account.
The account setup is where things get tricky. Roblox doesn't offer account management tools for teachers yet, so students have to manage their own accounts individually. The recommendation is to have students create accounts before class and bring their username and password written down. Teachers should emphasize that students should never share passwords, even with real-life friends, and make passwords hard to guess.
Where This Gets Complicated
When the survey asked teachers if they'd consider video games as effective educational tools, the results split almost perfectly:
- 43% said yes: Because games help struggling students, increase engagement, and make learning more entertaining
- 43% said no: Because kids already spend too much time on screens at home, games offer limited social interaction, and they're not necessary in class
- 14% said maybe: Depends on the content and how it's used
That split tells you everything about where education is right now. Half the teachers see games as tools that speak the language students already understand. The other half sees them as distractions that contribute to screen addiction.
Both sides have valid points.
The Real Problems
Here are the main problems that can arise when children use Roblox:
- Multiplayer means strangers can interact. Roblox has chat filters, reporting systems, and compliance with COPPA (Children's Online Privacy Protection Act) and FOSI (Family Online Safety Institute). But bad actors exist. Parents have reported incidents of inappropriate behavior. You can't filter out all problems with algorithms.
- Robux is real money. Roblox's in-game currency costs actual cash. Many games are free, but others push upgrades, private servers, or cosmetic items. A private server (which teachers need to control who joins classroom games) costs around 100 Robux monthly, roughly $1. That adds up fast if you're running multiple classroom servers.
- The Chromebook problem kills adoption. Most public schools bought Chromebooks because they're cheap and easy to manage. Roblox Studio needs PCs or Macs. Unless schools have dedicated computer labs with real computers, teachers can't use the creation side of Roblox. Students can still play Roblox games on Chromebooks through the browser, but they can't build anything.
- Teachers who aren't gamers struggle. You can't just throw kids into Roblox and hope for the best. Teachers need to understand game mechanics, how to set up private servers, how to manage accounts, and how to monitor activity in real time. That's a lot for teachers already overwhelmed with standardized testing, behavior management, and everything else.
What This Actually Means
Video games have a game plan, immediate feedback, indicators of success and failure, and a definite goal, according to researcher David Sousa. They improve visual memory capacity and precision. Playing games increases neuroplasticity and sharpens your ability to tune out distractions. These are cognitive benefits we just ignore because "video games" sounds like something that rots your brain.
Research from Matthew Barr showed that playing commercial video games improved communication ability, adaptability, and resourcefulness in adult learners. This wasn't with educational games designed for learning. This was with regular video games, and the effects were statistically significant with large effect sizes. If games can do this for adults, they can do it for kids.
Minecraft proved that a "silly block game" could become a legitimate classroom tool. Millions of teachers use Minecraft Education Edition now. They use it for history lessons, math problems, creative writing, and collaborative building projects. Tech Learning reported increases in problem-solving, creativity, critical thinking, collaboration, decision making, communication abilities, and empathy among students using Minecraft for social and emotional learning.
Roblox has more users than Minecraft now. It's more flexible because anyone can create and publish games immediately. It's free. The tools are more sophisticated. And roughly half of elementary students already know what it is.
The question isn't whether Roblox can be educational. The platform already teaches millions of kids basic coding, spatial reasoning, project management, and creative problem-solving. They're learning these things accidentally while building escape rooms and obstacle courses.
The question is whether schools will figure out how to use what kids are already doing instead of pretending it doesn't exist.
Right now, about half of teachers see the potential and half don't. The hardware barriers (Chromebooks), safety concerns (multiplayer strangers), and learning curve (teachers need training) are real obstacles. But they're solvable obstacles if anyone bothers to solve them.
Roblox Corporation is trying by offering free curriculum, lesson plans, and teacher resources. But until someone fixes the Chromebook problem and gives teachers actual training instead of just handing them links to documentation, adoption will stay limited to schools with money for PCs and teachers who game in their spare time.
The kids who use Roblox aren't waiting for schools to catch up. They're already learning. The question is whether education catches up to them or keeps acting like video games are just distractions that keep kids from real learning.