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Learning, Assessment and Gaming. Colegio de Santa Rosa de Lima , Macau Roy Ho. Personal Background. Graduated in an engineering high school at Instituto Salesiano Macao. Graduated with Bachelor of Applied Science, aka engineering, from University of British Columbia, Vancouver, Canada.
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Learning, Assessment and Gaming Colegio de Santa Rosa de Lima, Macau Roy Ho
Personal Background • Graduated in an engineering high school at Instituto Salesiano Macao. • Graduated with Bachelor of Applied Science, aka engineering, from University of British Columbia, Vancouver, Canada. • Working as a secondary Maths teacher for 4 years in Colegio de Santa Rosa de Lima Macao. • Conduct researches on Rasch Model and assessment method with DSEJ and establish item bank for Mathematics in SRL.
Rasch Ability Scale • Math Ability Scale 5 6 7 9 2+2=?? 5+??=7 20+11=?? 7 X 9=??
An alternate view to educational objectives. Time is Knowledge • The longer the time a student spends on the subject, the better he/she will get with the subject. Knowledge α Time Spent Knowledge=f(Time Spent)
Learning Curve Ability Ability Strong Student Strong Student Weak Student Weak Student Time Time
Assessment and Learning Ability Scale 50 60 70 80
Effective Usage of Time • Behaviorist perspective: structure the subject matters into a learning hierarchical order from the easiest to the hardest topics. • Cognitive perspective: connect new knowledge to previously learned knowledge. By drawing comparisons to similar circumstances, similar procedures may be applicable to the new circumstance.
Learning Theories Mathematics Physics Common Sense 50 50 50 60 60 60 70 70 70 80 80 80
Time Spent on the Subject • Mandatory Time Spent: the time the students spend on the subject because of his/her academic obligation. • Voluntary Time Spent: the time the students spend on the subject because he/she wants to explore further into the topics of the subject without the instruction of a superior.
Assessment and Learning • Assessment is a tool used to evaluate the effectiveness of a teaching method or the learning result of a student.
Assessment for Learning • Emphasis shifts from summative to formative assessment. • Happens during the learning, often more than once, rather than at the end. • Students understand exactly what they are to learn, what is expected of them and are given feedback and advice on how to improve their work.
Helping Students to Close the Gap Level Primary 2 Subject : Mathematics I I I I I 5 6 7 8 9 Joe Gap 1 Jay Gap 2 Newton Gap 3 School Achievement Line
Assessment for Learning • For Joe, the gap is much larger and it might requires him to spend more time than Jay and Newton. Joe might give up if no targeted help from the teacher is offered at this stage. • For Newton, the gap is very small and hence feels comfortable to cross.
Assessment as Learning • Through this process, students are able to learn about themselves as learners and become aware of how they learn-become meta-cognitive • Students reflect on their work on a regular basis, usually through self and peer assessment and decide what the next learning will be.
Helping Students to Close the Gap Level Primary 2 Subject : Mathematics I I I I I 5 6 7 8 9 Joe Jay Newton School Achievement Line Mandatory Time Voluntary Time Mandatory Time Voluntary Time Mandatory Time Voluntary Time
Game Definition • A form of competitive activity or sport played according to rules • By this definition, the following platforms can be considered games. 1) Facebook Rules: No profanity, racial slur or discrimination. Competition: arouse interest from other users and get comments and likes from other users. 2) Forum Rules: No profanity, racial slur or discrimination. Competition: arouse interest from other users and get comments from other users.
Player Profile • One of the best features of a game is player profile. • Features on Profile • Player can observe and learn from others on how to improve their own profile
Gaming is the Best Tool for Assessment and Learning • Constant statistics data received from the game that can be used to evaluate the effectiveness of time usage. • Engaging environment ensure high voluntary time spent on the learning game. • Guide the student to effective usage of time through the use of game mechanics
Mandatory Time Voluntary Time THANK YOU !