Episode 9. Talk with Clara Maria Cordero Balcazar


Explore in this post the content from the ninth episode of The DH Education Podcast, your program to be updated on the digital heritage education domain.

The topic of the week

During the COVID-19 pandemic, the heritage education sector used gamification, game-based learning, and serious games for connecting with a divérse audience through digital.

Although those three frameworks produce an increase of engagement, motivation and in their context can be used for a group of people, gamification is the only one that can be applied to any context and used for achieving goals instead of transferring knowledge or gaining skills as the second or the third one.

To implement gamification strategies or models, it is important to take a look at their mechanics or the rules of the game, the roles or characteristics of the participants), the storytelling or the story of your activity), and the resources or the materials you are going to use.

After this introduction, let me propose some questions to discuss today with our speakers: How gamification can produce social impact? How is it possible to implement a gamification strategy to engage with young people through heritage education resources?

A talk with Clara Maria Cordero Balcazar

Watch the ninth episode of the podcast where I talk with Clara Maria Cordero Balcazar about why gamification is a powerful strategy to engage with young people, how gamification works (storytelling, mechanics, players, roles, etc.), how teachers are applying now in blended and distance learning and how can be applied in digital educational resources with cultural heritage for young people.

Episode 9. Talk with Clara Maria Cordero Balcazar. The DH Education Podcast. CC BY-SA

To know more



It aims to develop new educational approaches based on non-formal gamification methods offering creative ways to support young people and local communities to promote youth active participation and social inclusion in society related to the valorization of (inter)cultural heritage.

It aims to expand European heritage education among young people, in particular young people with fewer opportunities (refugees and migrants, people with disabilities, people with social and economic obstacles, etc. .), through the development, experimentation, and implementation of innovative educational tools based on the use of gamification.

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Thank you for reading!



Raul Gomez Hernandez
The Digital Heritage Education Blog

Cultural Heritage PhD student| Digital Project Manager in cultural heritage |Digital Heritage & Education | The Digital Heritage Education Project