A brief description of the learning scenario
My 8 year old son's school has an online gamified learning platform that features instructional videos and exercises on a variety of subjects. By completing the tasks/games, the pupils receive (virtual) reward badges which act as motivation for learning. There are dozens of badges organized into different types (and "shineys" for exceptional performance or effort). As a learning strategy, this appeals to the age group. Motivation to succeed and learn is very high and the skills they are learning are transferrable to more academic problems. The beauty of the method is that the kids don't even consciously know they are learning.
A description of an authentic assessment that could be used to assess the learning scenario (Gamification).
Gamification is the process of applying game-related principles relating to user experience and engagement to non-game contexts such as learning and education.
It operates under the assumption that the kind of engagement that gamers experience with games can be translated to an educational context towards the goals of facilitating learning and influencing student behavior.
The best combinations, the ones that create sustained engagement, consider the unique needs of the learners and do more than just use points and levels to motivate players.
References:
https://www.learning-theories.com/gamification-in-education.html