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Assessment Practices in Digital Learning Environments

Assessment Practices in Digital Learning Environments. Geoffrey Crisp Dean Learning and Teaching, RMIT. http://www.transformingassessment.com. Mathew Hillier. Shamim Joarder. Your future student. Learning and assessment.

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Assessment Practices in Digital Learning Environments

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  1. Assessment Practices in Digital Learning Environments Geoffrey Crisp Dean Learning and Teaching, RMIT

  2. http://www.transformingassessment.com Mathew Hillier Shamim Joarder

  3. Your future student

  4. Learning and assessment • Employers, professional bodies and the community are expecting graduates to be able to perform appropriately in proactive, task-directed ways where they implement their discipline specific knowledge in a context that involves many stakeholders • Universities are often concerned with students mastering the conceptual understanding of core discipline principles and applying these to artificially constructed tasks designed for assessments that can be easily delivered and marked

  5. CHEMISTRY SUCKS!

  6. Rethinking curriculum design We need to rethink our curriculum design so that it facilitates both the development and assessment of discipline skills and capabilities, as well as the application of these skills and capabilities in an authentic environment in collaboration with other peopleand resources

  7. Table 1. Example of 21st century employability skills (adapted from content by Ripley, 2010) 21st century employability skills

  8. Like, who goes to the library anymore?

  9. New learning spaces

  10. Second Life – Virtual worlds 10

  11. QUIZ HUD

  12. SLOODLE – Second Life in Moodle

  13. Is it real?

  14. Serious games http://www.seriousgamesinstitute.co.uk/ 14

  15. Virtual Pharmacy Lab

  16. Second Life Patients

  17. Interactive learning and assessment using professional tools

  18. Quizzes: Linked Java Applet • To create this type of question: • Create question text as normal in the LMS • Create another web page containing the applet. <applet code=TitratePh.class width=450 height=370> • Add link to applet in the question text. Use tools to construct answer Student work flow Open applet using link provided in the question. Submit Answer Read question Answers recorded in grade book (Moodle / Blackboard) More applets http://chemmac1.usc.edu/bruno/java/javaap.html

  19. Quizzes: Applets Jmol: Open-source Java viewer for chemical structures in 3D Moodle Quiz Students interact with online tools to obtain data to construct an answer. http://www.transformingassessment.com/moodle/file.php/27/jmol/jmol01.html

  20. QuickTime VR

  21. Virtual labs

  22. Remote Labs Physical hardware can be connected to the internet. Students can use the equipment 14/7 thus increasing use time (although not to replace actual in lab time). Increases return on equipment investments.

  23. Quizzes: Augmented Reality Mix physical and virtual. Use for complex visualisations. Overlay of data on the real world. Interactive activities and quizzes.

  24. Quizzes: Augmented Reality Examples of augmented reality using markers. Music – band / instruments Music – drum sequences. Engineering exploded models

  25. Allosphere

  26. Wearable augmented reality

  27. 3D Printing and Modelling

  28. Game based assessment many of the traditional forms of assessment we currently use in universities interrupt the flow of student engagement by separating the learning and assessment as time and location specific activities stealth assessment challenges many of our current concepts about learning and assessment by proposing that teachers design learning and assessment activities that are continuous and not separated by time or space evidence of learning and capability development could be collected continuously without interrupting the flow of students’ learning

  29. Game-based learning embedding assessment tasks within virtual world activities would provide a convenient way to track student performance and their application of many of the 21st century skills Shute has described the principle of stealth assessment which involves the systematic collection of evidence about users’ actions during online games without interrupting the flow of the game (Shute, Ventura, Bauer & Zapata-Rivera, 2009)

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