On Publication in Academia

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Running Towards Publication, Then Walking Away – Culture Digitally.

This article caught my eye for a number of reasons.

For one thing, I’m just finishing a book and so I’m thinking about this a fair bit, but for another, I do not have a permanent position at any institution, and haven’t had one for some years. This means I am spared the usual annual reporting that most salaried academics must endure every year (or in some cases two).

These days, I mostly publish things that I think people might be interested in learning about – usually based on feedback. And, really, publishing is supposed to be about sharing knowledge, not feathering caps.

As the risk of sounding too obvious, something is clearly out of joint when the most important things a scholar writes, the things that might influence conversations, get cited, and get taught, appear in venues that are automatically discounted by backward-thinking tenure committees that still focus on journals and books as the only or most important publication outlets. – See more at: http://culturedigitally.org/2015/06/running-towards-publication-then-walking-away/#sthash.G4ouVlUS.dpuf

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Assessment, AS, FOR, and OF Learning

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Image Credit: Victoria (Australia) Department of Education and Training

The primary purpose of assessment and evaluation is to improve student learning.

I came across this while working on my book. This approach has become part of the teaching ideology throughout much of Canada (2006 for most of western Canada, 2010 for Ontario, and I’m not sure about the rest of Canada).

I had not heard of this (not being a classroom teacher) and so had to look it up.

Here’s the skinny:

  • AS: This one is formative and is intended to be used to help students learn.
  • OF: This is the usual – summative assessment designed primarily to produce a grade or mark.
  • FOR: This is diagnostic assessment to inform teaching.

Very catchy.

While I think the idea is a really good one, I have to wonder if this sort of thing is another one of those labeling exercises invented by a bunch of academics and education ministries that ends up restricting what we do rather than enriching and informing it. I think if I had to identify my assessments explicitly in those terms during the design of my courses, my assessments would end up being less organic than they are now.

When I think about it though, most of the assessment I do now would be classified in the “for” and “as” categories. My approach these days is to design things for the students. If they learn what I need them to learn, I win (and so do they). I find that the “of” part is a side-effect of the other two, and the easiest of the three to design.

I’m always interested in learning more about how to teach and assess, but I’ve been teaching a very long time and I’ve seen a lot of ideas come and go. I have a pretty good idea of what I am comfortable with – even a really good idea will fall flat if it’s not the right fit for the person implementing it. It’s one reason why I don’t use narratives in my gamified courses.

Since I have the luxury of designing my courses more or less how I choose, I mostly use what I learn to tweak things rather than adopting some new (or re-imagined, or contrived) doctrine. Can you tell I’m a little cynical? On the other hand, what I’m going now is the result of probably 20 years of experimentation and revision. My 1st 15 or so years of teaching don’t really count – there are exceptions of course, but I think many start off teaching pretty much the way they were taught, and it’s not until they have some miles under their wheels that they begin to be able to experiment. In my case I had to get to a pretty deep comfort level with the material itself before I could play around with it. I’ve taught computer science most of my career, and it’s rare to get a class where the instructor is the expert on everything. There are always a few kids who know more about something I’m teaching than me. If I’m not really solid on the material then it’s hard to keep their respect.

So, assessment AS, OF, and FOR is a great idea, just so long as it doesn’t become yet another formality imposed on teachers by administrations.

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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 8

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And so, we come to the last part:

Picture8

Image Credit: Pirates of the Caribbean

Enjoyable vs Unpleasant

Students deserve transparency in the way they are to be assessed. In fact, there are two key questions to which every student should be able to expect an answer when asked to perform some learning activity:

1) “Why am I doing this?”, and

2) “What is this good for?”

That is not to say that each requirement must be immediately applicable in a practical sense, but it does mean that instructors should be able to help students “connect the dots” from what they are learning now to something that will be of practical use eventually.

If we put all of these ideas together, we end up with a model that is very like the way many games are set up, and, just like a game, this requires that the bulk of the course be designed before the course begins.

2012-01-08-14-00-45_wmJust to keep things organized: these are Reigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 7

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Collaborative vs Individual

Picture7

Image Credit: Fellowship of the Ring

For the rest of their professional careers, most graduates will be working in teams rather than individually.  We need not only to provide more opportunities to allow them to work in teams, but we must help them learn how to work in teams and find better ways to assess their team work. With tools such as Google Drive that supports collaborative work and that has the ability to track who does what, it is easier than ever before to allow encourage group work while still monitoring individual contributions.

2012-01-08-14-00-45_wmJust to keep things organized: these are Reigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 6

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Criterion Referenced vs Norm Referenced

2004-07-11_12-58-35_001b_wmPoor Norm. He is doomed to be compared against whoever signs up for the same class as him.

Doesn’t matter what he can do, it seems, it only matters how he measures up to what everyone else can do.

Norm-referenced assessment is still the norm (pardon the pun) in many, if not most university classes. We have come to assume that letter grades should be allotted to students based on a statistically normal distribution, but what if everyone in the class manages to meet the stated course objectives?

Criterion referenced assessment (CRA) involves an independently determined set of standards for achievement. So long as the student meets the criterion, they should earn the grade promised.

How does that compare with our usual, norm-referenced assessment (NRA)?

In a typical course when a student earns 65% (which is a pass in most institutions) it is meant to imply that they have mastered approximately 2/3 of the course content, but is this really true? In a course where 60% or more of the final grade comes from exams their grade is in fact only a measure of the percentage of the content of the exams that they have mastered. Of necessity the exams include only a fraction of the course material that was taught.

In a gamified design students are assessed on the work they do over the term, and although final exams are still possible, they should could towards the final ‘score’ in the same way as all other work. If students manage to earn 1000 points throughout the term, then why should they be made to write a final exam? Haven’t they already demonstrated their mastery of the material?

I’ve heard people express concerns over rigor & accountability in criterion referenced assessment but that can be done quite easily by setting appropriate standards for the work that is submitted.

I suspect that many of the concerns come from experience with the kind of assessment that I’ve seen myself in some education programs where it is assumed that everyone who tries at all gets an A. I’ve been in classes like that. It’s really annoying for those who want to EARN their A’s, and yes, it can make it seem like CRA lacks rigor. Done right, it actually has MORE rigor & accountability than NRA.

2012-01-08-14-00-45_wmJust to keep things organized: these are Reigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 5

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Customized vs Standardized

This idea should include customized content as well as customized methods.

player-statsI recognize that it may not be practical to do this individually in a large class – but it is possible in smaller classes. What is possible, even in a large class (I know because I’ve done it) is to set up a collection of content, methods and work for the students and then let them choose from a variety of tasks. This of course means that you, as the instructor (or course designer) must actually design all (*) of your assignments before the term starts. It also means you must have your assessment schemes set up at the start of term too. Students deserve to know how they will be assessed before they start an assignment.

Another way to do customization is to support a variety of paths through the course content. When a game is designed it usually gets laid out in a map according to the places the player can access or the regions on the game world. Each “node” in the map is a place where the player can do something. All eventually lead to the final challenge of the game. Sometimes you can go directly to the end game but players will rarely have the skills and assets they need in order to meet the final challenge. Often you will need to meet specific challenges at various points before being allowed to continue to the next one.

snap02006We can take this same approach to the design of allowable paths through a course. Although most of us learned our disciplines through lectures and textbooks that were organized linearly (see Figure 1), there is nothing inherently natural about this approach and there is very little evidence to suggest that this is an appropriate way to learn. It gets done mostly because it is easiest and most ‘efficient’ for the institution and the instructor, not because it is best for the student.

snap02007If instead of thinking about subjects as an ordered set of topics, we consider the actual dependencies of various topics, concepts, and skills, we can use that to create a flexible learning path (Figure 2). Clearly, some things must be addressed in a specific order, but others will be order-independent, and some are truly required while others can be optional. This has the added benefit of making relationships between the various topics explicit.

(*) You don’t actually need to have all of them ready, but you should have most of them. I often have a few categories (such as my Discovery and Delivery Quests) that I can set up on the fly to meet the needs of the class.

2012-01-08-14-00-45_wmJust to keep things organized: these are Reigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 4

Approximate Reading Time: 3 minutes

Attainment-Based vs Time Based

Buffy the Vampire Slayer,2001, S5,E12, Checkpoint

Image Credit: Buffy the Vampire Slayer,2001, S5,E12, Checkpoint

The idea behind attainment-based instruction is that students move on to a new topic or competency when a standard of achievement has been attained, rather than when a certain amount of time has passed. Along with that goes the notion that students should be allowed to move on as soon as they have mastered something if they want. Also, it means that students can remain with a topic until they have mastered it.

Among other things, this means that students are not made to waste their time. This form of progression is the norm in games. Different players will get through the game at different rates, but if they win, all will usually have had similar challenges and learned similar things. That’s pretty much what I want when I teach.

This idea also has implications for grade expectations. In a typical game players start with a score of zero and must earn points. Contrast that with a typical course where, whether it is stated explicitly or not, most students go into a course imagining they have an ‘A’, and every time they earn less than a perfect score on something, they see it as having done something wrong (*).

snap01534In a gamified course, all students start off with a score of zero, and everything they do adds to their score (in my version they are guaranteed never to lose points they have earned(**)). If they blow an assignment they simply earn fewer points and must either re-do it or do something else to earn the points they need. There is no one thing they can do that will prevent them from earning an ‘A’.

This has a profound impact on the risk associated with any individual item and often results in students trying things they might otherwise not, which can in turn result in students actually learning more.

This also changes the stress effects of the course in general. Today’s students often have to juggle many different things – school, jobs, personal lives, … I’ve had more than a few students who were single parents, or had to cope with a serious illness or death in the family during term. Taking an attainment-based approach recognizes and respects the fact that school is only one of many things that students must cope with. Allowing them to complete things (as far as possible) at their own pace and on their own schedule allows them to juggle their time in a very personal way. I’ve had students with almost no points at the 1/2-way mark in the course pull it all together and end up with an A. I’ve also had students who anticipated heavy demands from term projects in other courses and worked ahead in mine when they had the time, thereby evening out their workload over the term. And then there was the student who had a close family member pass away near the start of term and who had to go to Europe for the funeral. They struggled throughout the term but the inherent flexibility in the way my course was assessed allowed the student to catch up and still pass. Had this been any other course, missing a bunch of classes at the start of term would have almost certainly meant a fail.

(*) By the way, the winning strategy in a situation like this  is to do nothing. I sometimes wonder if this can explain the behaviour of some students.

(**) Given that my goal is to help my students learn, AND that the points they earn are a measure (symbol) of what they have learned, it doesn’t make sense to take points away. That would be like saying they no longer know something they knew before, and that’s just mean.

Just to keep things organized: these are 2012-01-08-14-00-45_wmReigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 3

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Doing vs Listening and Watching

Picture5As much as possible, students should spend their time learning by doing rather than listening to lectures, reading textbooks, and watching others. Sometimes teaching via lecture, assigned reading, or video is appropriate, but it is far too easy to simply choose a textbook and then follow that chapter by chapter. We need to focus on what students can do – beyond writing exams – to demonstrate their mastery of the subject matter. Assignments (quests) should focus on what students can do to demonstrate mastery of the material rather than simply being able to repeat what they’ve been told.

In my approach I give them a variety of things they can do – some big, some small. Many of the small things are actually things they will need to do to complete the bigger things. This way they have an opportunity to build up their knowledge and skill while earning points.

Because this is a gamified design, I decided to use game terms for the quests, although, I do not insist that they ‘play along’ either. If they want to call them assignments, that’s fine – I still know what they’re talking about. This is an important aspect of my gamified design: I will not insist that they adopt the game lingo or pretense. There are courses where overlaying some sort of narrative might make sense (an English class, for example), but it is not a necessary component. The ‘trappings’ of games (language, narrative, adoption of characters, etc.) can be a lot of fun, but if you don’t have everyone in the class on board with it, there’s a really good chance that all you will do is swap one group of disengaged learners for a different group of disengaged learners. I don’t see that as progress.

On the other hand, I have found that attaching new terminology to old learning tasks can sometimes be freeing – it allows me and my students to look at it in a new light. I end up getting more interesting submissions than I would if I stuck to the usual terminology.

Back to big and small tasks: here are a few examples. In each case, I will give the usual meaning (in games) and then the way that I use it in my classes.

Timed Quest

  • Usual Meaning: Complete the objective in the given amount of time.
  • The way I use it in my classes: These are quests that will have a natural expiry date, such as posting an Introduction to the Discussion Group.

Persuasion Quest

  • Usual Meaning: Convince an NPC of a certain position, using dialog.
  • The way I use it in my classes: Write a reflection to an article/video/etc.
    Write a position paper on some topic. These are typically worth 25 XP (=2.5%)

Discovery Quest

  • Usual Meaning: Find a person, place or thing.
  • The way I use it in my classes: This will usually be a request to find out more information on a topic or concept and to prepare something that can be shared with the class.  e.g. Share a link; answer a question. These days I usually use a Google Doc for this – all my students have access to it, and I can easily bring it up in class so we can all talk about what we have found.

Craftskill Quest

  • Usual Meaning: In order to complete the mission something needs to be crafted by the player (or developed by some kind of craftskill).
  • The way I use it in my classes: The nature of the ‘craft’ will vary depending on the course being taught. It should be something that is an appropriate ‘craft’ for the topic of the course. For example, creating an avatar might be an appropriate craft in an online course, a drawing might be appropriate in an art class, and a program might be appropriate in a computer programming class. To determine what kinds of things could be crafts in your course, ask yourself what your learners can make.

Test of Lore Quest

  • Usual Meaning: Listen to an NPC and answer the questions correctly.
  • The way I use it in my classes: I can still have quizzes. Sometimes they are useful as learning tools – especially when students get more than one try. My goal with these is so students can test their own knowledge, and to give them an idea of what I think they should know. Since the tests can’t damage their chances of getting whatever grade they are trying for, the stress of the test is greatly reduced. I set these up as online quizzes so once they are created, they take very little of my time.

 

Just to keep things organized: these are 2012-01-08-14-00-45_wmReigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [6]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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