the mechanics of games design as they learnt how to use both scratch and kodu. In both cases used a google form but lacked the time to develop an online leader board system. Students very motivated to see results of their efforts I lass even though they were only displayed in a google spreadsheet. An excellent example pointed out by Joseph is the DIG/IT programme developed by LearningTimes . This concentrated on students transferred schools and how they developed digital literacy skills providing a context for them to learn how the Internet could have a positive impact. Dig/it is described as "social, game field adventure in digital life" using challenge based quests and badges to recognise and rearward competences and also good behaviour. The former sounds like a great overall arching basis for the digital studies strands of literacy, authoring, society and technology. 4 -- Using badges for "lifelong" skills. One of the aim's of digital studies is to rovide a a subject which will introduce pupils to computing and computer science but continue to encourage those pupils who are interested in digital creativity through multimedia as well as continue to provide the digital literacy skills which pupils need. -- #digitalstudies wiki This stand concretes more on metacognitive skills. Initially I floated the idea of digital badges for levels (wrongly) and also for such areas as higher order thinking skills. This area looks at the independence of students and although a valuable and necessary skills I am wary of over