Over this span of this course, we have explored a variety of learning models and theories. Whether based on human cognition, behavior, motivation or interconnectivity, they are all about developing instructional processes based on how we learn.
But, how do we know IF we have learned?
Only through a form of assessment.
Three additional learning models presented give learners hands-on and engaging experiences:
1. Experiential
2. Project-based
3. Gamification
Gamification is the incorporation of game-like elements into learning experiences. The purpose of this style of learning is to promote motivation through active participation in both learning and rapid-response assessment. The addition of badges, points and leaderboards in group learning is promote increased motivation by stimulating one's desire to improve in a state of competitiveness.
Russian-born American innovator of radio and television in the early 20th century, David Sarnoff, once said:
Imagine a small group of beginner French learners at the A1 level according to the DELF - le Diplôme d'études en langue française. This level recognizes basic knowledge where a learner can interact in a simple way, ask and answer simple questions, and is developing a lexically-organized repertoire of situational-specific phrases. In this scenario, the group, in an online classroom environment, has recently learned vocabulary for verbs, adjectives and nouns related to eating, drinking and ordering at a café or bistro.
In this gamified lesson, the learners will be presented with situation-appropriate phrases that they must interpret and use correctly when asking a question or responding to a dialogue. The game will include matching or choosing vocabulary, conjugated verbs, and phrases they have learned. Each student will receive points for each response, based on correctness and speed. A leaderboard will display at various intervals letting each learner or "player" know where they stand in the competition. If there are students with challenges, an option could be to eliminate the "timed" portion of the point system to reduce anxiety. Additionally, optional effects such as sounds or music could be suppressed.
For an in-class interactive formative assessment, we could use a whiteboard with a conversational prompt such as "Qu'est-ce que vous voudriez pour le dîner?" (What would you like for dinner?) Then, each learner can sticky-note their response, in French, what they would like, in a complete phrase. The prompt can vary with new questions to complete a short dialogue.
A summative assessment that could be designed to evaluate the learner's comprehension could be a quiz, given as a link to each student to complete on their own, either during the class or to be completed after. The quiz would be done individually, rather than a group environment, and allow each learner to take at their own rhythm, no anxiety of competition, and could have the option to re-take up to three attempts.
An authentic assessment in a group online classroom for this scenario could be either a collaborative discussion (for example with less than 4 students), or placing learners in breakout rooms of 2 or 3 where they are given a role (guest/client and host/server). Then they are provided a situation - arriving at a cafe or restaurant - and completing specific steps - asking for a table, listening to options, asking questions and ordering. This replication of a real-world context would assess the learner's ability to effectively use their knowledge and negotiate a task. Based on the given scenario of a group at the A1/A2 level of French as a second language, learners should be able to
These role-playing scenarios would be peer-assessed and reviewed either by real-time instructor moderation or reviewing recorded break-out rooms, to determine if learners are understanding the proper use of learned vocabulary and following basic conversational and grammar rules. This will offer insights as to what topics and vocabulary still need review.
Based primarily on the constructivist approach, dialogue through role-play allows learners to apply language in purposeful context and negotiate meaning to reach a shared understanding. Rather than passively learning, they are actively constructing their responses based on both the context of the situation and their level of understanding the language. The instructor provides scaffolding by setting clear expectations of the activity, offering vocabulary prompts and facilitating dialogue construction. After the activity is completed, learners can reflect on their performance, identify areas in which they may need more understanding, and receive feedback from peers. This builds upon the "social" aspect of Constructivism Learning Theory by increasing motivation through a sense of purpose and engagement in a collaborative, active setting.
Additionally, the Connectivism learning theory is applied by actively making connections - this is both with internal processes such as vocabulary + grammar rules (conjugation and structure) - and largely with external connections with cultural contexts + real-world situations. By creating dialogue in small groups the learners actively search and connect information from each other's perspectives to build comprehensive understanding.
Beard, E. (2023, June 22). What is Formative Assessment? NWEA. https://www.nwea.org/blog/2023/what-is-formative-assessment/
Buljan, M. (2021, November 15). Gamification For Learning: Strategies And Examples. eLearning Industry. https://elearningindustry.com/gamification-for-learning-strategies-and-examples
Center for Teaching and Learning. (n.d.). Authentic assessment in the online classroom. Risepoint. https://ctl.risepoint.com/authentic-assessment-in-the-online-classroom/
Dinia, I. (2023, January 22). How To Use Gamification In eLearning For Maximum Engagement and Effectiveness. ELearning Industry. https://elearningindustry.com/how-to-use-gamification-in-elearning-for-maximum-engagement-and-effectiveness
Walter, Z. (n.d.). What is Gamification? Gamify. https://www.gamify.com/what-is-gamification
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