Competency-Based Assessment: Everything Old is New Again

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gamification-10Like I’ve said before, much of gamification really isn’t new at all. This is an example. Competency-based assessment is one of the corner-stones of my gamified designs, along with giving students access to almost all of the assignments at the start of term and letting go of deadlines.

One of higher education’s elder statesmen could see a shake-up coming.

An odd bit of administrative protocol, the credit hour, had outlived its usefulness, he thought. It forced students to bide their time for weeks, months, semesters — even if they had already mastered the material.

They should be free to move through college by demonstrating their achievement, he wrote, instead of deferring to time spent in class. A new day was dawning, wrote Walter A. Jessup, who was the leader of the Carnegie Foundation for the Advancement of Teaching — the group responsible for creating the credit hour in the first place.

“American higher education,” he predicted, “appears to be well on its way to another stage of development.”

That was 1937.

Source: How a 40-Year-Old Idea Became Higher Education’s Next Big Thing| resources| AACRAO

There are ways to implement this that maintain quality without disadvantaging students, but if the institution’s top priority is money rather than education, it is likely to miss important considerations.

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Gamification 101[19]: Mid-Term Reality Check

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This is Part 19 in my continuing saga of my current iteration of a gamified course.

We have just passed the midway point in the course and things are mostly going well.

We’re in week 7 out of 13.

auditorium-572776_1920Attendance:

The good:

Attendance remains quite strong – I have somewhat fewer in the last 2 weeks, but I suspect some of this is due to midterms in other classes. Up until then I was getting about 75% attendance, which is pretty good for this kind of course. There are a few students who rarely come to class but are still scoring well above average, which tells me they don’t really need me or the class, and that’s fine. If my assessment really is based on competence, then it shouldn’t really matter if they come to class, or for that matter when they did the work (more on that in a subsequent post).

The bad:

Some of the students who aren’t showing up regularly really should. It is clear from their marks that they are either having difficulty or just not trying. That’s part of the negative side of giving your students a great deal of choice – sometimes they choose badly. I can’t force them to come and I can’t force them to do the work, but I CAN reach out to them, which I will do. This week I will send out personal emails to all my students, telling them how they are doing and what they need to do to pass this course. I’ll let you know how it goes.

volunteer-652383_1280-2Participation:

The Good:

My students have a wide variety of ways to participate, and I am getting valuable feedback through their ‘critical incident questionnaires’. The online discussion forum is also quite active and I am seeing good discussion, as well as students who are bringing parts of the discussion into class.

The Bad:

I’d love to be able to spend all of our time on these discussions because many of them are important, but I don’t have time. Plus, with the amount of time I am spending marking (see Administration), I don’t really have a lot of left-over energy to engage out of class.

school-303928_1280Scores:

The Good:

One of my students already has enough points to earn an ‘A’. That means that if this student were to walk away right now, they’d get an ‘A’ in the course. I think that’s fantastic! Clearly this person doesn’t really need me for anything in this class. That’s OK – the student will still learn something even if it isn’t core course material.

The class average is about 325 XP. Relatively speaking, that’s about a ‘B’.

The Bad:

About a third of the class have submitted fewer than 10 items for grading. Their scores are very closely tied to the work that they do and if they don’t actually do the work, there is little I can do. See also, Attendance: The Bad, above.

school-683567_1920Administration:

The Good:

Most students have gotten the hang of submitting and logging their submissions. It is very easy for me to see who has submitted what. Most of my students are helping me out by highlighting the new submissions as their scrorecards are starting to fill up.

The Bad:

The last round of marking took me 4 1/2 hours. Granted, it had been about 5 days since I marked last, but I am still finding that a significant portion of my time is spent clicking things and opening pages.

Having 47 students in the class means that the administrative overhead for allowing this much choice is significant.

I’m going to have to create a wish-list for things that would make the admin part of this course less onerous. If that were true, then I think more people could be convinced to give this approach a try.

 


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Worth Sharing: ‘This change will be the end of the Open University as we know it’ | Education | The Guardian

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Just because we can doesn’t always mean we should. Yes, it is true that more and more people are taking courses online via MOOCs, but do we really know how successful that is?

There are a whole host of problems with getting rid of face to face opportunities for online learners, but let’s start with just these two:

  1. Most learners don’t know what they don’t know.
    While this may seem obvious, it isn’t. Of course we can find all kinds of online resources on just about any topic these days, but if they don’t already know the material, how can a learner judge whether or not the information is good, or even true?
  2. Community is really important to perseverance and retention in online learning, and the evidence strongly supports the notion that face to face meetings (at least at first) are crucially important for building a sense of community.

These are things we should fight for. These are too important to get ‘cut’ in the never-ending effort to make things profitable.

Staff are balloting for strike action as OU plans to close seven of nine regional centres in England amid competition from free online courses such as Moocs

Source: ‘This change will be the end of the Open University as we know it’ | Education | The Guardian

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What do Difficult Challenges, Putting Learners at Risk, and Uncertainty of Outcomes Accomplish?

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Karl Kapp has outlined 8 ways to make learning more intriguing, but do they really?

While I agree with some of them, I see others as decidedly counter-productive. It highlights a fundamental difference in perspective – a fundamental difference in the ultimate objectives for using gamification. One (Dr. Kapp’s) seeks to benefit the corporate entity first (benefiting learners is a path to this), while the other (mine) seeks to benefit the learner (full stop). One imposes things onto learners, while the other invites learners to participate. (I realize it isn’t quite as black and white as this but the distinction is an important one.)

I’ve summarized these eight game elements below, but I encourage you to read the full explanations here. I’ll add my comments at the end.

In the third installment of his blog series on gamifying your learning Karl Kapp outlines eight game elements to make learning more intriguing.

  1. Mystery
    Mystery exists when there is a gap between known and unknown information and the person experiencing the gap realizes information exists to fill that gap but they need to find it. Mystery arouses curiosity within the learner, and can motivate the learner to fill in gaps and locate discrepancies in information. When borrowing this element from games, don’t tell your learner everything; leave gaps the learner must fill.
  2. Action
    Good games start with action. Right from the beginning the player must do something. When designing learning, follow the same format. Don’t start with a list of objectives; start with the learner making a decision, moving from point A to point B or selecting a plan of action.
  3. Challenge
    Humans enjoy overcoming challenges. Learning modules need to start with a challenge. Start learning with a challenge: something that is difficult, that requires deep thinking, and that cannot be achieved by guessing.
  4. Being at risk
    When people feel something is at risk, they pay closer attention, focus their energy, and are engaged with the task at hand.
    Learning needs to be the same. Force a “question run” in which the learner must get five questions in a row right. If they miss one, they get five additional questions.
  5. Uncertainty of outcome
    Closely related to risk is putting the learner in a situation in which they can’t predict the outcome.
    In a learning module, the outcome is more certain. Add an element of chance into the learning process. Have the learner “bet” on the confidence of an answer or give him a 50/50 opportunity to get an easy or hard question. Uncertainty adds suspense, intrigue, and focuses the learner’s attention on the task at hand.
  6. Opportunity for mastery
    One thing games allow a player to do is demonstrate mastery within the game environment and, more importantly, to themselves. Give the learner a series of difficult problems, once they solve one problem, give them a visible reward like a badge and have them move on to the next difficult problem increasing the difficulty level until the final “boss” problem.
  7. Visible signs of progress
    Games let you see how you are doing.  Throughout the module, give learners visible signs of moving through the content. This can be in the form of a badge or achievement or moving to a new level or even changing the look of the player’s character when they achieve a learning objective. Provide clear evidence that progress has been made.
  8. Emotional content
    Somehow in recent years, we’ve managed to divorce instructional content from emotional context. Games do the exact opposite. It would be a breath of fresh air if our learning modules borrowed from games and put the critical element of emotion back into learning.

Source: Eight Game Elements to Make Learning More Intriguing

Mystery

I’d largely agree with this, although we still have to be careful. It is possible to create a mystery that is so contrived or lame as to be counterproductive.

Action

I don’t entirely agree. I’m all for learning by doing, but I also think that we do our learners a disservice if we don’t let them know where we are going with our instruction or training and why we want them to do the tasks we set before them. I am most decidedly not a fan of so-called ‘stealth learning‘. I’ve experienced far too many instructors whose motivations for asking me to do something were questionable, and who became defensive when I did question them. Learners – all learners – have a right to know why they are being asked to do something as well as what it’s good for. The notion of advance organizers is a good one.

Challenge 

Here’s where we start to seriously diverge. While I would agree that we should strive to make our lessons interesting, we should not make every lesson opening into a difficult challenge. We need to mix things up. If we convince ourselves that we have figured out the “right” formula for designing training and instruction and then follow that formula all the time it can quickly become as boring and disengaging as that boring strategy we are trying to replace. Mix it up. Start with a question, a puzzle, a mystery, a statement, or even, just a simple list of objectives.

There’s a lot to be said for making learning interesting by creating challenges, but these challenges have to be targeted just right. In the kind of classes I teach, I have people with skills and abilities all over the map. My “hard” challenge would be easy for some and impossible for others. Do I really want to repel the same portion of my class every time? Sometimes it can be a relief to go to an ‘easy’ class – one where I get spoon-fed and don’t have to think too hard. Designing effective instruction and training requires a delicate balance between the needs of the stakeholders, the needs of the learners (all of them), and the subject matter. One size doesn’t fit all.

Being at Risk

Now here’s where I seriously disagree. Actually, I think Dr. Kapp has completely misunderstood the role of risk in games. He claims that the risk of losing causes people to pay more attention in games. In real life, when something is at risk it may be true that people pay more attention, but for many (maybe even most) people, risk in real life increases stress. In education, increasing stress is almost always counter-productive. The risk in games is not real. THAT’s what makes it fun. Threatening learners with more work if they don’t get all the questions right just seems cruel to me. It’s punitive. We should not be threatening our learners with punishment, we should be recognizing accomplishment. We should not be increasing risk in learning, we need to DECREASE it. That’s what I have done in my gamified designs, and I can tell you that many of my students respond to this by actually trying harder. When I reduce the risk to them of trying something that might fail, they are actually freed to try that very thing. Punishing them for getting it wrong will have the exact opposite effect.

Uncertainty

While I’m a big fan of adding intrigue and the occasional surprise to instruction, I really disagree with the idea that uncertainty helps in learning. True, there is sometimes uncertainty in the solution to a problem. There are, for example, many kinds of problems, especially social ones, where there is no known solution and where we can’t be certain that our solution is actually going to make things better. But that’s uncertainty that comes from the complexity of real life. That’s not asking people to gamble with their marks. Asking people to gamble with their marks takes control of their learning out of their hands. We should be doing everything we can to give control of learning BACK to our learners, and to help them learn to manage it. We should not turn success into a course into some kind of crap shoot. I realize this is likely an exaggeration of what Dr. Kapp meant, but while intermittent reinforcement can increase motivation to try, we know from classic psychological experiments that random punishment can result in people simply giving up.

Opportunity for mastery

I’m all for providing opportunities for my students to show mastery, but here again I don’t think we should be following the arch-typical game progression where each level is harder than the last. Much learning simply doesn’t work that way. Just like we shouldn’t start every lesson with a challenge, we also shouldn’t make our courses be a linear progression from easy to hard. Can you imaging how a student would feel if they came across something that was particularly challenging for them early on in the course (it happens, trust me), and they already knew that all they had to look forward to is for things to get worse?

We can create unlockable content and we can create boss battles, but they don’t have to follow a simplistic easy to hard trajectory. In my current course, my boss battle is my final exam. It is not the hardest thing they must do – it is merely the last thing, AND, if they have earned sufficient points before that, they can skip it entirely. THAT’s motivating. I give my students many ways to earn their grade. Only a few are required.

Visible signs of progress

This one I agree with wholeheartedly. We should give them meaningful feedback, we should do it frequently, and we should let students see where they stand any time they want.

Emotional content

Yes, it is true that games encourage emotional content, but games sometimes encourage very negative emotion – even violent ones. Here again, teaching is real life, while games are not. Also – and this is VERY important to remember – games are voluntary; training is not. We must be very (VERY) careful about the way we include emotional content. Unless you know the backgrounds of your learners, you have no idea what kinds of triggers you might be hitting. Creating lessons that involve genuine emotional connections can be very valuable. Adding emotion to get a rise out of your learners is pretty risky.

 

Part of the reason that Instructional Systems Design is so popular with many designers is its promise of a formulaic process for creating ‘good’ instruction. Unfortunately, just like all the other systematic design methods (such as software engineering), the creating of good designs is more dependent on the experience and skills of the designer than on the method.

 

What do you think? Comments welcome.

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Gamification: What are the motivators of those designing and delivering this gamified training?

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Source: Unknown

Source: Unknown

I happened across some posts by noted Gamification advocate Karl Kapp the other day.

I’ll talk more about those in upcoming posts. First there is something I’d like to clear up. While I like Dr. Kapp’s books, I also have some issues with some of what he says. We appear to have a fundamental difference in perspective. We even define some of our terms differently. I’d love to generate some dialog on this because I see a key difference in our ultimate objectives for using gamification, and that changes how we design and apply notions of gamification.

From his bio, Dr. Kapp says he “is committed to helping organization’s develop a strategic, enterprisewide approach to organizational learning. He believes that effective education and training are the keys to increased productivity and profitability.

It appears that Dr. Kapp’s approach seeks to benefit the corporate entity, while mine seeks to benefit the learner. One imposes things onto learners, while the other invites learners to participate.

I’m not convinced that these two goals are at odds with each other, but I do see fundamental differences in how this translates into the way we implement gamification and how we measure success.

The first focuses the benefits of gamification on the corporation. That is a decidedly capitalistic view, though in and of itself, that’s not necessarily a bad thing. A common topic of conversation around gamification has to do with motivation. We distinguish between external and internal motivators, but there is another layer to this that doesn’t get as much attention. We talk about the motivation of the learner, but we don’t spend as much time talking about the motivation of the instructor or trainer. Maybe we should. What are the motivators of the people who are designing and delivering this gamified training or instruction?

From his website, Dr. Kapp also claims that Instructional Design “primarily focuses on the systematic design, development, delivery, and evaluation of instruction in a corporate environment“.

Now, I really can’t agree with Dr. Kapp’s definition of Instructional Design. ID does indeed include systematic design in corporate environments, but that’s certainly not ALL. What about formal educational environments? What about Higher Ed? We certainly do ID here, and there are plenty of approaches that don’t fall under the ‘systematic’ umbrella. I have no problem with someone whose interests are confined to ISD in corporate environments, but I do have a problem when they make it sound like that’s all there is.

I do realize that the corporate world has different goals and motivations than formal education does, but can you imagine what would happen if a university actually admitted that it saw effective education as a key to their own profitability?

My next post will examine Dr. Kapp’s  Eight Game Elements to Make Learning More Intriguing.

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Worth Sharing: Gamification: Separating Fact from Fiction

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Game-Based Learning / Gaming / Learning / Social Learning

While this isn’t a new article, it’s one worth repeating.

The 4 Myths described by Kapp are:

  1. Gamification and Games are the same.
  2. Gamification alienates older learners.
  3. There is no science behind gamification.
  4. Gamification is about points, badges, and leaderboards.

Source: gamification-separating-fact-from-fiction

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Worth Sharing: 45 Breathtaking And Effortless DIY Halloween Decorations – Cute DIY Projects

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1. A Floating Ghost Your kids will be delighted by this cheesecloth ghost in weird postures this Halloween. Easy to make with inexpensive materials from the craft store, these ghosts are sure to liven up the spooky scene at your house. You will need some cheesecloth – which can often be found in your grocery …

Source: 45 Breathtaking And Effortless DIY Halloween Decorations – Cute DIY Projects

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Worth Sharing: Lists of Great Serious Games Lists

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I love lists, so lists of lists have to be even better, right? This one is. Posted on the  LinkedIn GLS (Games + Learning + Society) Forum by Anuar Andres Lequerica. Re-posted here with permission.

Many serious games databases are just list of games but there’s not a sense of which ones are good. After years of reviewing and searching, I can recommend these lists/databases:

-First Place

http://steamcommunity.com/groups/ExtraCreditsEDU#curation
(the ExtraCredits team is composed of gamers that analyse and reflect on games very intelligently).

http://docubase.mit.edu/playlist/documentary-games/
(a terrific list from the MIT Game Lab).

-Second Place

https://www.graphite.org/top-picks#/top-picks
(Graphite/Common Sense Media have a huge games-for-learning database but most of their reviewers seem to not be gamers, so I get the sense that they don’t review the games very deeply).

http://www.totemlearning.com/totemspoll/top-ten-serious-games-in-politics
(Good list , although I don’t recognize some of the games.)

http://gamesandimpact.org/games/
(Another good database, with guides on how to increase learning for each game.)

Let me (Anuar Andres Lequerica) know if you have found any great lists/databases of games-for-learning.

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