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The Concept of Desired Competences
in Digital Open Badge-Driven Learning
Konceptet för Önskad Kompetens
i Kompetensmärkesstyrt Lärande
’Work-Integrated Pedagogy in Higher Education’ (WORKPEDA)
PhD Sanna Brauer
University of Oulu/ Faculty of Education
sanna.brauer@oulu.fi
MSci, PhD Researcher Eero Talonen
Oulu University of Applied Sciences/ School of Professional Teacher Education
eero.talonen@oamk.fi
NordYrk 2019
Arbetsintegrerad pedagogik i högre utbildning
’Work-Integrated Pedagogy
in Higher Education’
(WORKPEDA) 2018-2020
•Work-integrated	Pedagogy	in	Higher	Educa6on	project	brings	the	working-life	
perspec2ve	more	strongly	into	educa6on.	
•Co-opera2on	between	educa2on	and	the	world	of	work	can	improve	graduates’	
employment	and	speed	up	their	transi6on	to	working	life.		
•Students	learn	versa6le	skills,	their	understanding	gains	depth	and	professional	
iden2ty	becomes	clearer.	
•WORKPEDA	project	develops	pedagogy	where	higher	educa6on	ins6tutes	together	
with	the	workplace	create	learning	opportuni6es	to	integrate	theory	and	prac6ce.	
•WORKPEDA	project	seeks	to	develop	not	only	workplace	learning	but	also	teaching	on	
campus.



WORKPEDA is transforming learning
Arbetspedagogiken förändrar lärandet
Work-package 4
Working-life perspective
in curricula development
Identification and
Recognition of
Desired
Competences
Oulu
• The	gap	between	exis6ng	and	desired	competences	
Digital	open	badges	offer	to	visualise	the	gap	between	exis.ng	and	
desired	competences	and	help	learners	progress	efficiently	towards	
intended	learning	outcomes.		
In	order	to	be	able	to	describe	the	desired	knowledge	and	skills	
through	the	badge	constella6on	of	competences,	we	need	to	
understand	the	construc6on	process	of	required	competences.	




Identification	and	Recognition	of		
Desired	Competences
Models for development of students’ working-life skills,
for curricular reforms, and for work-integrated pedagogy
Identifiering	och	erkännande	av	
önskade	kompetenser
3 different views
1)	What	kind	of	competences	students	expect	from	educa6on?	
Vilken	typ	av	kompetens	förväntar	sig	studerandena	av	utbildningen?	
2)	 What	 kind	 of	 competences	 working	 life	 expects	 from	 the	
students?	Vilken	typ	av	kompetens	förväntar	sig	arbetslivet	av	studerandena?	
3)	 How	 these	 different	 views	 on	 exit	 profiles	 or	 graduate	
a:ributes	have	been	noted	within	development	of	assessment	
prac6ces	and	construc6on	of	the	competence-based	curricula?	
Utveckling	 av	 bedömingsmetoder	 och	 uppbyggnad	 av	 kompetensbaserade	
läroplaner.
3 olika syner på att definiera "kompetensen"
Identification	and	Recognition	of		
Desired	Competences
Digital Open Badges
Digitala märken i öppna badge-system
•In	 the	 future,	 there	 will	 be	 increasingly	 numerous	
ways	to	develop	competences.	
•Badges	 help	 students	 to	 perceive	 their	 exis6ng	
competences	and	inform	how	to	proceed	studying.	
•Digital	 open	 badges	 offer	 novel	 possibili6es	 in	
iden6fying	 and	 recognising	 different	 competences	
independent	of	how	they	were	acquired.	
Digital	badges	(e.g.	Mozilla	Open	Badges)	describe	and	explain	
professional	exper2se	and	requirements	of	digi2sed	working	life
(https://openbadgefactory.com)
PERSONAL LEARNING
ENVIRONMENT
Personal Learning Environments and Personal Learning Networks in professional teaching
PROFICIENCY GOALS
-Understand the opportunities and available via a personal learning environment and network e.g. own skills
development and visualising your own processes. -Understand how a personal learning environment can be
utilised in professional teaching.
THEMES
-Personal learning environment and network possibilities and challenges in professional teaching.
SKILLS DEMONSTRATION
-Describe your current or a planned personal learning environment and/or network using any desired media
e.g. video / written document. You may also describe a PLE from the perspective of your students and how
they would utilise a PLE.
-Also describe with which kind of tools or environments your described PLE will be accomplished. Upload your
media e.g. to a cloud service and provide a link in your application.
• A b a d g e i n c l u d e s a n
identification image, graphic
or icon, the name of the
badge, issuer identification
a n d o t h e r i n f o r m a t i o n
content.
• The metadata describes the
principles of judgement and
explain how the competence
in question should be
demonstrated (e.g., an online
document).
• Even if competencies are
acquired differently they
should be assessed equally.
“an image file embedded with
information” (Grant, 2014, p. 7)
A	 badge-constella6on	 of	
competences	 describes	
and	 explains	 different	
p r o f e s s i o n s ,	
requirements	of	working	
life,	 learning	 objec6ves	
and	 different	 study	
paths		how	to	get	there.
For the student
For policy makers and
institutions
For working life
Digital Open Badge-Driven Learning
Competence-
based approach
Criterion-based
assessment
Evidence-based
Updatable
Trustworthy
Brauer, 2019; cf. Salmon, 2018
Instruerande
kompetens-
märken
Kompetensmärkesstyrd	inlärningsprocess	
bygger	 på	 märkeskonstella6on	 av	 olika	
kompetenser.
Brauer, 2019
Feeding the desire to learn
• Triggers offer to affect learning arousing and maintaining interest
(Hidi & Renninger, 2006; Järvelä & Renninger, 2014; Renninger &
Bachrach, 2015) until final completion of the desired learning action
(Dichev et al., 2014).
• Triggers allow students to continue studying after completing the initial
task (Dichev et al., 2014; Werbach, 2014).
WHAT STUDENTS EXPERIENCE, LEARN AND THEN APPLY
• The prompting trigger of learning might help students visualise
their learning as a reward badge (Brauer, Siklander, &
Ruhalahti, 2017, Fitz-Walter et al., 2011; Gamrat et al., 2016;
Hamari, 2017; Montola et al., 2009; Reid et al., 2015).
• Students also gain a sense of excitement similar to that of
playing games (Deterding, 2012; 2015). They benefit from
facilitators’ interaction, collaboration and feedback during
the learning process (Siklander et al., 2017).
Digital competence framework for educators: Areas and scope (Redecker, 2017, p. 15).
UNESCO’s ICT Competency Framework for Teachers (UNESCO, 2011, p. 3)
The standards and frameworks
are important at the national and
international levels to set the
direction for development.
Official guidelines are not always
the best tool for individuals
seeking to identify personal
competences or to comprehend
the needs of development in
practice.
“Different digital
pedagogical competence
frameworks seek to support
teaching personnel,
educational institutions and
policymakers in developing
effective and meaningful
criterion-based
competence development
(Kools & Stoll, 2016).”
Learning, Education and Technology (LET) is a full-time two-year international
Master’s Programme (120 ECTS credits). After completing the programme,
students are awarded a Master of Arts (Education) degree.
Problem Solving in Technology-Rich Environments
Identification and recognition of desired competences
Knowledge and competencies needed in modern education
Collaborative
Cross-disciplinary
Working life co-
operation
Authentic cases
Students & Alumni
Methodology:
Systematic Literature Review
(SLR)
Interviews
Questionnaire
Results
Identification	and	Recognition	of		
Desired	Competences
Problem-solving case 2 (10 cr)PBL
Working Life Integrated Badges 8 cr
Digital Open Badge-Driven Learning Process
Gamified Constellation of Competences
Alumni/ Working Life co-operation
Working Life Relevance of Curricula
Working Life Skills (UraMOOC 2 cr)
Creativity
and
Divergent
Thinking!
Convergent
Thinking!Perceiving
Level Bronze
Approaching
Level Silver
Managing
Level Gold
Meta Badges
+
Critical
Thinking!
+
OHJAAJAT ARVIOI!
Novice
EXPERTI
SE!
Co-
operative!
Knowledge
Constructio
n!
=
COLLABORA
TIVE!
THINKING
SKILLS!
SHARED!
EXPERTISE!
=
 =
+
Process
Thinking!
Adaptive
EXPERTI
SE !
Routine !
EXPERTI
SE!
COLLABO-
RATIVE!
SOLVING
PROCESS!
+
+
COLLABORATIVE!
KNOWLEDGE
CONSTRUCTION!
+
Knowledge
Sharing!
Collaborati
ve
Knowledge
Constructio
n !
+
+
+
=
Example
DEFINING
PROBLE
M!
PROBLEM
DESCRIPTI
ON!
COLLABORA
TIVE
SOLVING
PROCESS!
TEAM
WORK IN
PROBLEM
SOLVING!
ELABORATI
ON!
=
+
 URAMOOC!+
 +
 +
 +
 +
PROBLEM SOLVING
40 Basic Badges!
8 Meta Badges!
7 Level Badges!
!
!
PRESENTING!
+
COLLABORA
TION!
+
Problem
Solving Case -
BADGE!
!
Badge applications reviewed by tutors, peers or working life!
• The project is based on the model
of integrative pedagogy, in which
working-life experience is reflected
on in the light of theoretical
knowledge.
• Taking an educational approach to
work experience serves this
purpose. The aim is to produce
expertise that combines in-depth
understanding, active agency, and
versatile skills.
The ESCO Skills/Competences classification
Competitive Skills - National Open Badge -constellation of
problem solving in technology-rich environments (PSTRE)
The aim of the project is to develop a nationwide open badge constellation, which enables the verification of adults’
problem solving skills in technology-rich environments (PIAAC) by identifying and recognising competences acquired
outside the formal education system, at different levels of education, and in transition phases of the education
structure. In addition, the project provides a requirement framework of competence (determining the composition of
objectives, core contents and assessment criteria) for securing IT-related problem-solving skills in formal and non-formal
education.
Oulun yliopisto
10 Yliopistoa
6 Ammattikorkeakoulua
Kiitos! Tack! Thank you for your attention!
Sanna Brauer https://www.linkedin.com/in/sannabrauer/
Eero Talonen
References
Brauer, S. (2019). Digital Open Badge-Driven Learning –Competence-based Professional Development for Vocational Teachers (doctoral dissertation). University of
Lapland.
http://urn.fi/URN:ISBN:978-952-337-110-1
Brauer, S. & Siklander, P. (2017). Competence-based assessment and digital badging as guidance in vocational teacher education. In H. Partridge, K. Davis, & J.
Thomas (Eds.), Me, Us, IT! Proceedings ASCILITE2017: 34th International Conference on Innovation, Practice and Research in the Use of Educational
Technologies in Tertiary Education. 191-196.
Deterding, S. (2012). Gamification: designing for motivation. interactions, 19(4), 14–17.
Deterding, S. (2015). The lens of intrinsic skill atoms: A method for gameful design. Human - Computer Interaction, 30(3-4), 294–335. http://doi.org/
10.1080/07370024.2014.993471
Dichev, C., Dicheva, D., Angelova, G. & Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Cybernetics and Information
Technologies, 14(4), pp.80-100.
Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: Using gamification to engage university students. Proceedings from the 23rd
Australian computer-human interaction conference. 122-125. ACM.
Gamrat, C., Bixler, B., & Raish, V. (2016). Instructional design considerations for digital badges. Digital Badges in Education: Trends, Issues, and Cases, 71–81.
Grant, S. (2014). What counts as learning. DML Research Hub. Retrieved from http://dmlhub.net/publications/what-counts-learning/
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469-478. https://
doi.org/10.1016/j.chb.2015.03.036.
Hidi, S. & Renniger, K.A. (2006). The Four-Phase Model of Interest Development. Educational Psychologist, 41,(2), pp.111–127.
Järvelä, S. and Renniger, K.A. (2014). Designing for learning: Interest, motivation, and engagement. In (R.K. Sawyer, Ed.) Cambridge handbook of the learning
sciences, pp. 668–685. Cambridge, UK: Cambridge University Press.
Kools, M., & Stoll, L. (2016). What Makes a School a Learning Organisation?. OECD Education Working Papers, 137. Paris: OECD Publishing. https://doi.org/
10.1787/5jlwm62b3bvh-en
Montola, M., Nummenmaa, T., Lucerano, A., Boberg, M., & Korhonen, H. (2009). Applying game achievement systems to enhance user experience in a photo
sharing service. Proceedings from the 13th international Academic Mindtrek conference: Everyday life in the Ubiquitous Era. Tampere, Finland. 94-97.
Redecker, C. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. Punie, Y. (Ed.). EUR 28775 EN. Publications Office of the
European Union, Luxembourg. https://doi.org/10.2760/159770
Renniger, K. A. and Bachrach, J. E. (2015). Studying triggers for interest and engagement using observational methods. Educational Psychologist, 50,(1), pp.58–
69.
Reid, A. J., Paster, D., & Abramovich, S. (2015). Digital badges in undergraduate composition courses: effects on intrinsic motivation. Journal of Computers in
Education, 2(4), 377–398.
Salmon, G. (2018). Five-stage model. Saatavilla https://www.gillysalmon.com/five-stage-model.html

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N ord yrk

  • 1. The Concept of Desired Competences in Digital Open Badge-Driven Learning Konceptet för Önskad Kompetens i Kompetensmärkesstyrt Lärande ’Work-Integrated Pedagogy in Higher Education’ (WORKPEDA) PhD Sanna Brauer University of Oulu/ Faculty of Education sanna.brauer@oulu.fi MSci, PhD Researcher Eero Talonen Oulu University of Applied Sciences/ School of Professional Teacher Education eero.talonen@oamk.fi NordYrk 2019 Arbetsintegrerad pedagogik i högre utbildning
  • 2. ’Work-Integrated Pedagogy in Higher Education’ (WORKPEDA) 2018-2020 •Work-integrated Pedagogy in Higher Educa6on project brings the working-life perspec2ve more strongly into educa6on. •Co-opera2on between educa2on and the world of work can improve graduates’ employment and speed up their transi6on to working life. •Students learn versa6le skills, their understanding gains depth and professional iden2ty becomes clearer. •WORKPEDA project develops pedagogy where higher educa6on ins6tutes together with the workplace create learning opportuni6es to integrate theory and prac6ce. •WORKPEDA project seeks to develop not only workplace learning but also teaching on campus.
 
 WORKPEDA is transforming learning Arbetspedagogiken förändrar lärandet
  • 3. Work-package 4 Working-life perspective in curricula development Identification and Recognition of Desired Competences Oulu
  • 5. 3 different views 1) What kind of competences students expect from educa6on? Vilken typ av kompetens förväntar sig studerandena av utbildningen? 2) What kind of competences working life expects from the students? Vilken typ av kompetens förväntar sig arbetslivet av studerandena? 3) How these different views on exit profiles or graduate a:ributes have been noted within development of assessment prac6ces and construc6on of the competence-based curricula? Utveckling av bedömingsmetoder och uppbyggnad av kompetensbaserade läroplaner. 3 olika syner på att definiera "kompetensen" Identification and Recognition of Desired Competences
  • 6. Digital Open Badges Digitala märken i öppna badge-system •In the future, there will be increasingly numerous ways to develop competences. •Badges help students to perceive their exis6ng competences and inform how to proceed studying. •Digital open badges offer novel possibili6es in iden6fying and recognising different competences independent of how they were acquired. Digital badges (e.g. Mozilla Open Badges) describe and explain professional exper2se and requirements of digi2sed working life
  • 7. (https://openbadgefactory.com) PERSONAL LEARNING ENVIRONMENT Personal Learning Environments and Personal Learning Networks in professional teaching PROFICIENCY GOALS -Understand the opportunities and available via a personal learning environment and network e.g. own skills development and visualising your own processes. -Understand how a personal learning environment can be utilised in professional teaching. THEMES -Personal learning environment and network possibilities and challenges in professional teaching. SKILLS DEMONSTRATION -Describe your current or a planned personal learning environment and/or network using any desired media e.g. video / written document. You may also describe a PLE from the perspective of your students and how they would utilise a PLE. -Also describe with which kind of tools or environments your described PLE will be accomplished. Upload your media e.g. to a cloud service and provide a link in your application. • A b a d g e i n c l u d e s a n identification image, graphic or icon, the name of the badge, issuer identification a n d o t h e r i n f o r m a t i o n content. • The metadata describes the principles of judgement and explain how the competence in question should be demonstrated (e.g., an online document). • Even if competencies are acquired differently they should be assessed equally. “an image file embedded with information” (Grant, 2014, p. 7)
  • 8. A badge-constella6on of competences describes and explains different p r o f e s s i o n s , requirements of working life, learning objec6ves and different study paths how to get there. For the student For policy makers and institutions For working life
  • 9. Digital Open Badge-Driven Learning Competence- based approach Criterion-based assessment Evidence-based Updatable Trustworthy Brauer, 2019; cf. Salmon, 2018 Instruerande kompetens- märken Kompetensmärkesstyrd inlärningsprocess bygger på märkeskonstella6on av olika kompetenser.
  • 10. Brauer, 2019 Feeding the desire to learn • Triggers offer to affect learning arousing and maintaining interest (Hidi & Renninger, 2006; Järvelä & Renninger, 2014; Renninger & Bachrach, 2015) until final completion of the desired learning action (Dichev et al., 2014). • Triggers allow students to continue studying after completing the initial task (Dichev et al., 2014; Werbach, 2014). WHAT STUDENTS EXPERIENCE, LEARN AND THEN APPLY • The prompting trigger of learning might help students visualise their learning as a reward badge (Brauer, Siklander, & Ruhalahti, 2017, Fitz-Walter et al., 2011; Gamrat et al., 2016; Hamari, 2017; Montola et al., 2009; Reid et al., 2015). • Students also gain a sense of excitement similar to that of playing games (Deterding, 2012; 2015). They benefit from facilitators’ interaction, collaboration and feedback during the learning process (Siklander et al., 2017).
  • 11. Digital competence framework for educators: Areas and scope (Redecker, 2017, p. 15). UNESCO’s ICT Competency Framework for Teachers (UNESCO, 2011, p. 3) The standards and frameworks are important at the national and international levels to set the direction for development. Official guidelines are not always the best tool for individuals seeking to identify personal competences or to comprehend the needs of development in practice. “Different digital pedagogical competence frameworks seek to support teaching personnel, educational institutions and policymakers in developing effective and meaningful criterion-based competence development (Kools & Stoll, 2016).”
  • 12. Learning, Education and Technology (LET) is a full-time two-year international Master’s Programme (120 ECTS credits). After completing the programme, students are awarded a Master of Arts (Education) degree. Problem Solving in Technology-Rich Environments Identification and recognition of desired competences Knowledge and competencies needed in modern education Collaborative Cross-disciplinary Working life co- operation Authentic cases
  • 13. Students & Alumni Methodology: Systematic Literature Review (SLR) Interviews Questionnaire Results Identification and Recognition of Desired Competences
  • 14. Problem-solving case 2 (10 cr)PBL Working Life Integrated Badges 8 cr Digital Open Badge-Driven Learning Process Gamified Constellation of Competences Alumni/ Working Life co-operation Working Life Relevance of Curricula Working Life Skills (UraMOOC 2 cr)
  • 15. Creativity and Divergent Thinking! Convergent Thinking!Perceiving Level Bronze Approaching Level Silver Managing Level Gold Meta Badges + Critical Thinking! + OHJAAJAT ARVIOI! Novice EXPERTI SE! Co- operative! Knowledge Constructio n! = COLLABORA TIVE! THINKING SKILLS! SHARED! EXPERTISE! = = + Process Thinking! Adaptive EXPERTI SE ! Routine ! EXPERTI SE! COLLABO- RATIVE! SOLVING PROCESS! + + COLLABORATIVE! KNOWLEDGE CONSTRUCTION! + Knowledge Sharing! Collaborati ve Knowledge Constructio n ! + + + = Example
  • 16. DEFINING PROBLE M! PROBLEM DESCRIPTI ON! COLLABORA TIVE SOLVING PROCESS! TEAM WORK IN PROBLEM SOLVING! ELABORATI ON! = + URAMOOC!+ + + + + PROBLEM SOLVING 40 Basic Badges! 8 Meta Badges! 7 Level Badges! ! ! PRESENTING! + COLLABORA TION! + Problem Solving Case - BADGE! ! Badge applications reviewed by tutors, peers or working life! • The project is based on the model of integrative pedagogy, in which working-life experience is reflected on in the light of theoretical knowledge. • Taking an educational approach to work experience serves this purpose. The aim is to produce expertise that combines in-depth understanding, active agency, and versatile skills.
  • 17. The ESCO Skills/Competences classification Competitive Skills - National Open Badge -constellation of problem solving in technology-rich environments (PSTRE) The aim of the project is to develop a nationwide open badge constellation, which enables the verification of adults’ problem solving skills in technology-rich environments (PIAAC) by identifying and recognising competences acquired outside the formal education system, at different levels of education, and in transition phases of the education structure. In addition, the project provides a requirement framework of competence (determining the composition of objectives, core contents and assessment criteria) for securing IT-related problem-solving skills in formal and non-formal education.
  • 18. Oulun yliopisto 10 Yliopistoa 6 Ammattikorkeakoulua Kiitos! Tack! Thank you for your attention! Sanna Brauer https://www.linkedin.com/in/sannabrauer/ Eero Talonen
  • 19. References Brauer, S. (2019). Digital Open Badge-Driven Learning –Competence-based Professional Development for Vocational Teachers (doctoral dissertation). University of Lapland. http://urn.fi/URN:ISBN:978-952-337-110-1 Brauer, S. & Siklander, P. (2017). Competence-based assessment and digital badging as guidance in vocational teacher education. In H. Partridge, K. Davis, & J. Thomas (Eds.), Me, Us, IT! Proceedings ASCILITE2017: 34th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education. 191-196. Deterding, S. (2012). Gamification: designing for motivation. interactions, 19(4), 14–17. Deterding, S. (2015). The lens of intrinsic skill atoms: A method for gameful design. Human - Computer Interaction, 30(3-4), 294–335. http://doi.org/ 10.1080/07370024.2014.993471 Dichev, C., Dicheva, D., Angelova, G. & Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Cybernetics and Information Technologies, 14(4), pp.80-100. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: Using gamification to engage university students. Proceedings from the 23rd Australian computer-human interaction conference. 122-125. ACM. Gamrat, C., Bixler, B., & Raish, V. (2016). Instructional design considerations for digital badges. Digital Badges in Education: Trends, Issues, and Cases, 71–81. Grant, S. (2014). What counts as learning. DML Research Hub. Retrieved from http://dmlhub.net/publications/what-counts-learning/ Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469-478. https:// doi.org/10.1016/j.chb.2015.03.036. Hidi, S. & Renniger, K.A. (2006). The Four-Phase Model of Interest Development. Educational Psychologist, 41,(2), pp.111–127. Järvelä, S. and Renniger, K.A. (2014). Designing for learning: Interest, motivation, and engagement. In (R.K. Sawyer, Ed.) Cambridge handbook of the learning sciences, pp. 668–685. Cambridge, UK: Cambridge University Press. Kools, M., & Stoll, L. (2016). What Makes a School a Learning Organisation?. OECD Education Working Papers, 137. Paris: OECD Publishing. https://doi.org/ 10.1787/5jlwm62b3bvh-en Montola, M., Nummenmaa, T., Lucerano, A., Boberg, M., & Korhonen, H. (2009). Applying game achievement systems to enhance user experience in a photo sharing service. Proceedings from the 13th international Academic Mindtrek conference: Everyday life in the Ubiquitous Era. Tampere, Finland. 94-97. Redecker, C. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. Punie, Y. (Ed.). EUR 28775 EN. Publications Office of the European Union, Luxembourg. https://doi.org/10.2760/159770 Renniger, K. A. and Bachrach, J. E. (2015). Studying triggers for interest and engagement using observational methods. Educational Psychologist, 50,(1), pp.58– 69. Reid, A. J., Paster, D., & Abramovich, S. (2015). Digital badges in undergraduate composition courses: effects on intrinsic motivation. Journal of Computers in Education, 2(4), 377–398. Salmon, G. (2018). Five-stage model. Saatavilla https://www.gillysalmon.com/five-stage-model.html