Authentic Assessment
The authentic assessment will be a meld of experiential learning and the gamification of an escape room. In groups of four to five, students must work together to find answers to reveal the next clue. There will be several different types of responses expected from the students. The responses will be to identify what type of figurative language and create different types of figurative language. Students will need to use higher-order thinking skills to solve the clues and work together to prove that they have achieved mastery. When students perform those tasks correctly, a QR code will be given with a link to a Google Slide with the next clue.
The teams will also be able to earn badges throughout the escape room for performing different types of tasks. For example, the team who completes the escape room first will get a 'World's Greatest Detective/Genius' badge, or if the team comes up with a funny pun or wordplay within their figurative language will receive a 'That's Very Punny' badge.
Student-Centered Learning
Students will be learning about different types of figurative language. As this is student-centered, students are involved in the process along the way. However, even in student-centered learning, it starts with the teacher and the state standard they must teach. Students will be making the choice of how the learning will take place. The teacher will offer a variety of choices, such as; internet search, several videos students have access to, interviewing the teacher, Nearpod lessons, and a Google Slide Show with definitions and examples of figurative language. The lesson will be student-paced, with enrichment activities for early finishers or remediation for those who are challenged. There will be lots of formative assessments throughout the lesson to ensure that any adjustments made can be made in a timely manner. Formative assessments will be exit tickets, Google Forms surveys, quick check-ins with the teacher, and a 'parking lot' poster where students can ask questions.
Gamification or Experiential?
Using gamification has become increasingly popular in education. I have even used gamification to enhance reading engagement in my classroom when I was a teacher.
For example, the reading app that I used in my classroom, called Epic, provides students with badges that help encourage students to read more. They could unlock different prizes with how many books they read. They earned avatar backgrounds, poses, facial features, and more.
In my learning scenario above, I used the authentic assessment of gamification. The game was not a PC game, but I did include badges that the students could earn, and the assessment is set up as an escape room which has become popular over the years. While the game was not on the computer, some elements linked such technology as QR codes to continue the game.
Experiential learning is an important part of the learning process. Being able to use what you have learned in the classroom and apply it by doing, helps students (younger or older) develop concrete experiences that get the learning into that long term memory bank.
This type of learning has typically been considered mostly for the hard sciences but has become common across all subjects. This learning model and assessment can be used for formal education settings and corporate trainings. After all, the goal is to get learners to use the material that you are teaching.
While I have used many gamification elements for the learning scenario above, I did not want to leave out the experiential portion that was also included. In my assessment, students will be using the figurative language they learned to solve puzzles, and use critical thinking skills. For that reason, I added both authentic assessments.
References
Gamification in education. Learning Theories. (2017, February 4). Retrieved September 27, 2022, from https://learning-theories.com/gamification-in-education.html
Bates, A. W. (T., & Bates, A. W. (2015, April 5). 3.6 experiential learning: Learning by doing (2). Teaching in a Digital Age. Retrieved September 27, 2022, from https://opentextbc.ca/teachinginadigitalage/chapter/4-4-models-for-teaching-by-doing/