Boosted involvement and engagement, deepened personalisation and streamlined administration, this is what these technologies basically accomplish for education, but there is loads of added value beyond this. And since the digital age is triggered by trial- and error applications, embraces and demand individual talent and skills, and mobility and automation is other signs of the time, gamification, artificial intelligence and blockchain technology is definitely well-equipped to become some of the main driving-forces in the necessary transformation of education.

Professor Mark Esposito, a Fellow at Cambridge Judge Business School writes as a background to such transformation: “Take learning models. Many educational institutions are still focused on the “broadcast” model of learning in which the teacher is the broadcaster and the student is the supposedly willing recipient of a one-way message. This model of learning is no longer relevant for a new generation of students who seek to actively take part themselves in the future of learning.”

So what could this mean in practice, starting with motivation with gamification mechanisms? Assistant Professor Alfred Boyd Jr. of Education at Mississippi Valley State University suggests that dividing a lesson into stages where the student receives a reward, e.g. a badge for each stage, to show the accomplishment. In this way, the student becomes more target oriented in order to actually reach the goals of the education in the form of knowledge and skills. At the same time, as the student also authentically get to practice how to handle failure. While the teacher receives workable data to personalise the learning experience, which leads us to artificial intelligence. Where e.g. AI learns of the student’s activity within the learning environment forms the possibility of improving the education after the learner’s prerequisites among many other things. More on the benefits of using blockchain technology in education is to be found here.

Written by
LarsGoran Bostrom©
Author of the book “Learning Design in Practice for Everybody”