Hello everyone,
I’m Mario from Italy, a graduate of the Polkadot Blockchain Academy’s founders track in Hong Kong. I have 20+ years of IT experience, 3 of which are in the blockchain industry. My focus on online education has led me to establish a successful e-learning platform and now, I’m developing eLearningDAO a fully opensource decentralized e-learning platform.
During my time at PBA, I found the economics lessons led by Jonas Gehrlein particularly insightful. The interactive approach, including simulations and gamified learning, made the material both enjoyable and informative. It was fun to learn.
While gamification in learning isn’t a novel concept, it’s proven to enhance engagement and retention. There are successful companies like Kahoot that do this, making millions of dollars.
I propose integrating gamification into PBA assessments using the tool I’m developing called Bounder. This initiative extends beyond PBA, offering value to any online learning platform.
The prototyping has started and I’m lucky to have the support of the Tuxedo team for this initial stage as I’m adopting their framework.
Bounder is a killer application (at least in my mind ) that will show how Polkadot is not just an account-based blockchain, but also UTXO. Did you know that?
I’m looking for the support of this community to continue to build it.
Name: Bounder (Bet On Understanding)
Problem
Engaging in e-learning content is hard.
Detecting user knowledge is even harder.
Solution
Bounder (meaning Bet on Understanding) is a Kahoot-style quiz tool. It can evaluate the student’s knowledge in a nice, easy and fun way by betting the “right” answer with tokens. Revenue from betting will be distributed across all the quiz creators. Every quiz (which is a knowledge assessment) can have multiple creators.
It can be played in a “solo mode” (like a typical e-learning process) or “multiplayer mode” (like in a classroom) where the teacher interacts with multiple students in real-time.
Summary
At eLearningDAO we are building an open-source decentralised e-learning platform, with the scope to migrate online education to web3. This is the presentation of the platform
https://docs.google.com/presentation/d/1DwoJDHCmf8IPLnEfao-nlgykQifxMVUhFh4i4UyHYVI/edit#slide=id.g267170fd23a_0_140
Bounder is one of the components we are going to build. It is a Kahoot-style mass adoption tool. Easy, nice & fun. A multiple-choice quiz game, where students win/lose tokens by betting on the right answers.
Content creators of the quizzes will receive revenue based on the betting results.
Summarizing what Bounder does:
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Let users bet on quizzes to test knowledge in a gamified way
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via a pretty & easy tool for non-crypto people
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to pay quiz creators for their work
Currently, there is no method for detecting accurately user knowledge using multiple-choice questions.
MCQ (multiple-choice question) is a powerful tool when you want to automatically “filter” for a certain degree of student knowledge (to be focused only on who passed a certain threshold). However, for a proper evaluation, an “essay question” is still needed, which is extremely hard to properly automate (yes, AI is not yet that powerful).
So, how can we more accurately evaluate still using an MCQ approach?
One solution comes from this white paper “Evidential Multiple Choice Question” (Ev-MCQ) of Javier Diaz, Maria Rifqi, Bernadette Bouchon-Meunier.
With Ev-MCQ, student answers are intentionally imprecise because it is necessary to set the percentage of confidence in correctness, rather than focusing solely on identifying the right answer.
Bounder evolves this concept, introducing a betting mechanism to gamify the process and incentivise the learning process.
It is based on my public patent US20230401973A which has the scope of detecting student knowledge through economic incentives.
For a visual understanding of how it works, here is a simple wireframe.
Use case explanation
1. Introduction:
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Alice is a student who has a certain amount of tokens as a budget to spend.
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The budget can come from different sources such as patrons, sponsors, employers, parents and financially independent students.
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Bruno and Carl are teachers and quiz creators. They work collaboratively on each quiz to ensure students are well evaluated. They receive tokens as incentivization for the job.
2. Quiz Creation and Token Incentives:
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Bruno and Carl create quizzes for students.
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For each question, Alice is asked to bet tokens on one or more answers per quiz.
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Every quiz has a value expressed in tokens.
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If Alice answers correctly, she wins tokens the token she bet; otherwise, she loses them.
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She cannot win more tokens than her initial budget.
3. “Earn to Learn” Process:
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This system promotes learning and receiving payment for deserving students.
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It is particularly valuable in developing countries where salaries are low and students need support.
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If Alice does not know the answer, she may skip the assessment but pay a small fee as a penalty. Bruno and Carl will receive this amount.
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She can ask for hints in exchange for extra tokens. Again Bruno and Carl will receive it.
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Lost tokens due to wrong answers go to Bruno and Carl.
4. Budget Management:
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All tokens are deducted from the available budget.
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When the budget is consumed, Alice may top-up to continue with the examination/game.
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Bounder allows students to save the budget from wrong bets and cash out at the end of the evaluation.
5. Quiz Difficulty Balance:
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Bruno and Carl aim to provide non-trivial quizzes that challenge students.
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However, if quizzes are too difficult, Alice will always skip assessments and Bruno and Carl will not receive incentives.
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If the quizzes are too easy Alice will always win and Bruno and Carl will not receive incentives.
This system encourages learning while providing financial incentives for deserving students. It’s a win-win situation where both students and creators benefit!
Business opportunity
The market opportunities in EdTech are enormous, the projected global market size is $181.3B by 2025
https://www.marketsandmarkets.com/Market-Reports/educational-technology-ed-tech-market-1066.html
and $377.85 B by 2028
https://www.grandviewresearch.com/press-release/global-education-technology-market
The Top 10 Largest EdTech Companies in the world:
- Kahoot! AS (Oslo: KAHOT.OL)
- Yuanfudao
- Chegg, Inc. (NYSE: CHGG)
- BYJU’S
- Zuoyebang
- VIPKID
- Udemy
- 2U, Inc. (NASDAQ: TWOU)
- Coursera, Inc. (NYSE: COUR)
- Duolingo
Source:
https://finance.yahoo.com/news/15-largest-edtech-companies-world-155126885.html
https://www.insidermonkey.com/blog/5-largest-edtech-companies-in-the-world-930988
Conclusion
A web3 competitor of Kahoot doesn’t exist yet, let’s do that and make money.
PBA students (online/offline) would benefit from this solution.
The Polkadot community will be aware of UTXO, having fun
Let me know your feedback.
Here is my contact:
Discord: altimario
Telegram: @AltiMario
Linkedin: Mario Altimari - MLabs | LinkedIn
GitHub: AltiMario (Mario Altimari) · GitHub