The five areas are: secure credentials, gamifying learning, record-keeping for grants, accreditation, and student financing. With the exception of gamification, all these have to do with records and bookkeeping, and arguably, blockchain is not even remotely required for gamification. It's a pretty sterile view of blockchain in education. I think we will see much more interesting applications once we get beyond this idea of education as a set of transactions leading to a degree. The technologies that create blockchain were designed to support a form of social cohesion and cooperation across decentralized networks of content and resources, or in other words, an alternative to centralized forms or organization and collaboration. Surely there's room for more imagination here.
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