191 – Gamification of Education
Update: 2025-09-09
Description
Santiago and David discuss how aspects of education could be “gamified” in order to improve outcomes. They explore various real-world examples of how games are used to enhance learning, including platforms like Kahoot and innovative projects like SmileyCoin. As well as the benefits, they consider the potential downsides, such as excessive screen time and the impact of dopamine release on student concentration.
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