“Assessment through Achievement Systems: A Framework for
Educational Design” is an article by Monica Evans, Erin Jennings, and Michael
Andreen of the University of Texas at Dallas that explores the importance of
achievement systems when designing educational games. I pondered on this
concept during the last cycle when we read the articles by Darvasi, Kalir, and
Saunders. In those pieces, the authors laid out a detailed description of
elaborate and well designed, in-class games that they developed with their
students. The learning activities within those games ranged from hands-on
experiments to blog posts to even web design. What stood out to me was that in
each component the letter grade wasn’t always the driving motivator. In fact,
in the case of Darvasi, his game was a result of brainstorming session on how
to engage seniors in their final semester when grades, at that point, were
considered irrelevant. Evans, Jennings, and Andreen effectively analyze the
long-standing practice of assessment in education within game play and share
ideas of how present-day achievement systems in games can 1) improve assessment
of students and 2) assess further areas such as creativity, curiosity, and
problem-solving.
When I started on this journey into the world of games and
learning, I full imagined how games could be utilized to replace traditional
learning activities. What I did not consider, was how the characteristics of
game play could be used to replace or amend traditional assessment. The authors
point out in their research that test-taking isn’t necessarily a true measure of
aptitude or knowledge. When you think about it, it’s obvious! How many people
do you know (perhaps yourself included) that are terrible test takers but are
good at learning? Or vice versa – who do you know that is a good test taker and
can figure out the multiple choice based on the wording of the question? And
don’t forget about the timeless art of cramming the night before a test only to
forget the material the next week!
Achievements are essentially a tool within games that not
only provide motivation for players, but can also assess the ability/knowledge
of the player. The authors of this article point out digital game creators
today are loading up with their games with additional achievements aside from
the primary objective of the game because they are meeting demands of users.
And as different personalities respond differently to various motivators, one
can choose to ignore those achievements or strive for them. A prime example is
mobile bubble pop game. There are tons of versions of this out on the market
and one uses the bubbles to meet an objective. However, along the way, you can
earn additional points or stars by how well you accomplish the objective.
These tables below were provided in the article and
highlight four primary factors of an intrinsically motivating activity (table
2). Table 3 shows which learning outcomes are best measured through specific
achievements:
Table 2. Comparison of motivating factors and achievement
types
MOTIVATING FACTOR
|
ACHIEVEMENT TYPE
|
Challenge
|
Skill, completion, repetition
|
Curiosity
|
Luck, exploration
|
Control
|
Repetition, completion, exploration
|
Fantasy
|
Completion, exploration, collection
|
Table 3. Comparison of learning outcomes and achievement
types
LEARNING OUTCOME
|
ACHIEVEMENT TYPE
|
Skill-based
|
Skill, repetition
|
Cognitive- declarative
|
Skill, repetition, luck
|
Cognitive - procedural
|
Skill, repetition, completion
|
Cognitive - strategic
|
Skill, completion, exploration
|
Affective
|
Completion, exploration, collection
|
These factors open up a whole new world of educational
assessment by implementing game-based achievement models. Yet much is left to
be explored in how we can implement these as a way to replace traditional
testing and assessment methods.
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