Digital badges: An evaluation of their use in a Psychiatry module

Author:

Truskowska Edyta1,Emmett Yvonne2,Guerandel Allys1

Affiliation:

1. Department of Psychiatry, Faculty of Medicine, University College Dublin, Ireland

2. National College of Ireland, Ireland

Abstract

Introduction: Digital Badges have emerged as an alternative credentialing mechanism in higher education. They have data embedded in them and can be displayed online. Research in education suggests that they can facilitate student motivation and engagement. The authors introduced digital badges in a Psychiatry module in an Irish University. Completion of clinical tasks during the student’s clinical placements, which were previously recorded on a paper logbook, now triggers digital badges. The hope was to increase students’ engagement with the learning and assessment requirements of the module. Methods: The badges – gold, silver and bronze level – were acquired on completion of specific clinical tasks and an MCQ. This was done online and student progress was monitored remotely. Data was collected from the students at the end of the module using a questionnaire adapted from validated questionnaires used in educational research. Results: The response rate was 68%. 64% of students reported that badges helped them achieve learning outcomes. 68% agreed that digital badges helped them to meet the assessment requirements. 61% thought badges helped them to understand their performance. 61% were in favour of the continuing use of badges. Qualitative comments suggested that badges should contribute to a higher proportion of the summative mark, and identified that badges helped students to structure their work. Conclusions: The findings are in keeping with the literature in that engagement and motivation have been facilitated. Further evaluation is required but the use of badges as an educational tool is promising.

Publisher

Yong Loo Lin School of Medicine

Subject

Health Professions (miscellaneous),Education,Reviews and References (medical),Medicine (miscellaneous)

Reference29 articles.

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2. Abramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education? It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232. https://doi.org/10.1007/s11423-013-9289-2

3. Armour-Thomas, E., & Gordon, E. (2013). Toward an Understanding of Assessment as a Dynamic Component of Pedagogy. https://www.ets.org/Media/Research/pdf/armour_thomas_gordon_understanding_assessment.pdf

4. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013, September). Engaging engineering students with gamification. In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications IEEE, UK (VS-GAMES) (pp. 1-8). https://doi.org/10.1109/VS-GAMES.2013.6624228

5. De Byl, P., & Hooper, J. (2013). Key attributes of engagement in a gamified learning environment. In ASCILITE-Australian Society for Computers in Learning in Tertiary Education Annual Conference, Australia (221-230). https://www.learntechlib.org/p/171232/

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