The book chapter “Gamifying Soft Skills: a Theoretical Framework” by André Ribeiro, Carlos Santos (DigiMedia Researcher) and Luis Pedro (DigiMedia Researcher) was published in the book Gaming in Action, within the Gaming in Action – engaging adult learners with games and gamification StrategicPartnership project which has been funded with support from the European Commission.
The present study focuses on evaluating the effectiveness of digital badges-based strategies in motivating students to engage in extra-curricular tasksand how we can link them to the transversal competencies they helpdevelop. We will succinctly go over the various key topics that make upthe broader framework of this study in order to understand how micro-credentials and badges come together and how they can benefit researchon gamification and education. Afterwards we will surmise how thesecome into play for our pilot study. This research will be conducted at theUniversity of Aveiro (UA), Portugal. From implementing digital badges inMassive Open Online Courses (MOOCs) to gamifying features on theircampus’ website, the UA supports research on current strategies ofcommunication and service design (Araújo et al., 2017, 2018). This isbecause universities should aim to provide their graduates not only withthe distinctive curricula offered by their courses, but also with thenecessary preparation for a fruitful transition to the job market throughthe use of validated and recognised micro-credentials for theirextracurricular efforts and accomplishments.