Universities are beginning to look into digital badges for their students to show the many varied skills students learn that cannot be shown on a diploma.
Badges use free software, which according to Mozilla, means “any organization can create, issue and verify digital badges, and any user can earn, manage and display these badges all across the web.”
Very short video of Bryan Alexander, senior fellow at the National Institute for Technology in Liberal Education, discussing the issues and opportunities facing mobile technology, badges, flipped classrooms, and learning analytics:
Canada has reflected that global interest, with major government investment over the last two years: $59.5 million announced by the Ontario government in late 2020 to fund microcredential development and related student loans; $9 million announced by British Columbia’s government since 2020, with federal support; and $5.6 million announced by Alberta’s government last August for microcredential pilot projects after the Business Council of Alberta (BCA) issued a report in 2020 urging the provincial and federal governments to expand microcredential opportunities. Ontario’s government-backed digital learning organization, eCampus Ontario, has been working in this area since 2017. Microcredential development is included in the strategic plans of the University of New Brunswick and Dalhousie University. As far back as 2015, the University of British Columbia promoted the use of “open badges” to recognize discrete skills that students had acquired within for-credit courses. It started running several non-credit microcredentials in 2021, thanks to provincial funding.
a “maze” of nearly a million unique education credentials in the United States, the nonprofit Credential Engine reports, including not only degrees but also badges, certificates, licenses, apprenticeships and industry certifications.
The way new kinds of credentials are being developed and awarded is “a bit like the wild West,” a study by the Rutgers University Education and Employment Research Center found.
Even before the pandemic and the subsequent labor squeeze, 39 percent of human resources managers said they spent less than a minute reading a resume, according to a survey by CareerBuilder.
Conventional higher education institutions are increasingly alarmed about the holes that have developed in a system that was previously much simpler.
A quarter of American adults now hold nondegree credentials, meaning something short of an associate or bachelor’s degree, according to federal data, and they’ve become more popular in recent years.
“As online education becomes normalized, as a credential from Google or Microsoft can get someone a job, all of a sudden we’re in an environment where higher education doesn’t have a monopoly on education,” Ahluwalia said.
The Credential Engine Registry so far includes full or partial information on about 30,000 educational credentials. That’s about 3 percent of the total it eventually hopes to list.
Sean Gallagher is founder and executive director of Northeastern University’s Center for the Future of Higher Education and Talent Strategy, and executive professor of educational policy.
a new national survey of C-suite executives that we recently conducted, 70 percent said that U.S. workers should be worried about their skills becoming outdated over the next few years.
Online education services companies – or “OPMs” as many refer to them, have continued to play a major role in the scaling of online higher education, within, and now increasingly beyond the U.S.
Laubersheimer, J., Ryan, D., & Champaign, J. (2016). InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students. Journal of Library Administration, 56(8), 924.
From online trivia and virtual board games to complex first-person perspective video games and in-person scavenger hunts, libraries are creating games for a variety of purposes, including orientations and instruction (Broussard,2012; Mallon, 2013; Smith & Baker, 2011).
Although the line between gaming and gamification can be blurry, most scholars recognize differences. Games are interactive, involvechallenge, risk, and reward, and have rules and a goal (Pivec, Dziabenko, &Schinnerl, 2003; Becker, 2013). Gamification, on the other hand, utilizes spe-cific gaming elements, often interactivity and rewards, to make an ordinary task more engaging (Prince, 2013). The gamification layer is not the focus of an endeavor, but rather can add enjoyment and a sense of competition toa task.
Battista (2014) argues that well-executed badges could represent an authentic assessment tool, because they often require the student to tangibly demonstrate a skill, competency, or learning outcome.
Use of the badges helped the team organize the Web site and provided a hierarchy to follow once the steps for earning each badge were created.Each badge consists of three to six tasks. A task can be a tutorial, a video, a game, or a short reading assignment on a given topic. An assessment is given for each task
The fourth and final platform the group considered was BadgeOS fromLearningTimes. BadgeOS requires a WordPress installation BadgeOS was designed to work with Credly (https://credly.com/) and Mozilla Open Badges (http://openbadges.org/) as standard features. LearnDash was the most useful plugin for the project beyond BadgeOS. Available for a reasonable fee, LearnDash adds tools and features that give WordPress the ability to be used as a complete learning management system(LMS). Available for free under the GNU Public License, BuddyPress(https://buddypress.org/) is another plugin that was capable of integrating with BadgeOS as an extension. The advantage of BuddyPress for the project group was the addition of social media components and functionality to the project Web site. Go-daddy.com offered comprehensive technical support, easy application instal-lation, and competitively priced hosting packages. A 3-year hosting agree-ment was purchased that included domain registration, unlimited storageand unlimited bandwidth.
A recent Educause study found that 63 percent of colleges and universities in the U.S. and Canada mention the use of remote proctoring on their websites.
One reason colleges are holding onto proctoring tools, Urdan adds, is that many colleges plan to expand their online course offerings even after campus activities return to normal. And the pandemic also saw rapid growth of another tech trend: students using websites to cheat on exams.
Neuroscience research has also revealed that „significant increases in learning can be accomplished through the informed use of visualand verbal multimodal learning‟(Fadel, 2008, p. 12).
Multimodal learning environments allow instructional elements to be presented in more than one sensory mode(visual, aural, written). In turn,materialsthat are presented in a variety of presentation modes may lead learners to perceive that it is easier to learn and improve attention, thus leading to improved learning performance;in particular for lower–achieving students (Chen & Fu, 2003; Moreno & Mayer, 2007; Zywno 2003).
multimodal design, in which „information (is) presented in multiple modes such as visual and auditory‟(Chen & Fu, 2003, p.350).The major benefit of which, as identified by Picciano (2009), is that it „allows students to experience learning in ways in which they are most comfortable, while challenging them to experience and learn in other ways as well‟(p. 13). Consequently, students may become moreself–directed, interacting with the various elements housed in these environments.
“Using #augmentedreality (#AR) and #blockchain technologies, the game featured ‘Vatoms’, virtual objects that players can interact with.
Due to pandemic restrictions, the game, originally developed as an outdoor activity in other markets, was adapted to allow people to hunt for the packs in and around their own homes. Packs contained either Playstation symbol chips or an instant-win prize, which would then be stored in a digital wallet.”
Imagine, if it was not Doritos, but bones to build a skeletal system (Biology, nursing, medicine, etc.), philosophers (Philosophy, political science, social sciences) and the rewards or badges in the leaderboard. #gaming and #gamification
Different types of badging platforms and technology
How to partner with industry to deliver in-demand competencies
Considerations for monetizing microcredentials
Current issues impacting badges during COVID-19
Identifying Badges that Add Value to Your Institution 11:30 a.m. – 12:30 p.m.
Our faculty will establish a shared terminology, discuss the benefits and challenges of various badges, and explain how each type can advance the goals of your institution and best serve students. You will share your purposes for pursuing a badging initiative, identify the types of badges that could add the most value to your institution, and set goals for the conference.
Designing Quality Alternative Credentials 2:30 – 3:15 p.m.
What goes into developing, designing, assessing, and maintaining quality microcredentials? In this session, you will learn about:
Standardization and rigor in development
Curriculum design and assessment
Developing a governance process
Continuous maintenance and improvement
Funding and Monetizing Badges 11:00 a.m. – 12:00 p.m.
Many institutions are looking into badging as a potential revenue stream during lean times. During this hour, you will learn strategies for monetization. We will also look at various fee-based and tuition-based funding models to financially operationalize microcredentialing.
Marketing and Branding 1:30 – 2:15 p.m.
How do you articulate the value proposition of badges to internal and external stakeholders? During this session you will learn how to brand and market your microcredentials. You will study badge images and stacking considerations that will help you create the best design for your circumstances.
Jeff Bohrer
Technical PM, IMS Global Learning
Jeff currently serves as a program manager for digital credentials initiatives at IMS Global Learning Consortium. Jeff leads projects and programs related to digital badges, comprehensive learner records, and the interoperability of learning technologies. Jeff is also co-chair of the EDUCAUSE Microcredentials and Badges Constituent Group.