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Participative Assessment in the Online Environment

Explore how participative assessment increases student engagement and application of concepts in online learning. Design effective assessment strategies to promote interaction and collaboration in virtual classrooms.

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Participative Assessment in the Online Environment

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  1. Participative Assessment in the Online Environment • Kevin R. Duffy, M.A.Ed. • School of Emergency Services 1

  2. So Am I Wasting My Time Here? • What you will learn: • F2F classroom assessment based on • Quizzes and tests • Projects • Papers • Attendance • Online assessment CAN be based on more than that! • Your design can help increase participation 2

  3. What is “Participative Assessment?” • Assessment strategy based on • Encouraging participation • Decreasing emphasis on quizzing and testing • Increasing emphasis on application of concepts • Increasing student-to-student communication • Encouraging ‘discovery learning strategies’ 3

  4. “Discovery Learning?” • Rather than being told, students “discover” what they learn • Lead them to the learning, let them think! 4

  5. Design Strategies • Cohort design with modules/units each week • Reading assignments • Discussion items • Early completion of initial post • Later followup • Chat • Late in the week • Required if used • Preview the topic 5

  6. Discussion Design • The key is APPLICATION • Don’t ask for definitions or out-of-the-book info • Examples: • Given (this information), how would it work in (this information)? • How would you apply (this information) to your (work, family, etc.)? • “Take a position regarding (this thing) and defend it. Then challenge others and defend your position against others’ challenges.” 6

  7. Chat Design • Students submit questions in advance • Set parameters for questions • Submission of questions earns a grade point • If used, require attendance • If it is not required, students will not attend • Late in the week 7

  8. Quiz and Test Design • Test items based on readings • Test vocabulary, simple concepts • Point students to readings, important concepts and terms • De-emphasize reliance on tests • Students may just take tests and ignore participation if tests get enough points for a passing grade 8

  9. Term Paper Design • Purpose is to build upon and apply concepts learned • Required to be submitted - cannot pass without it • May require an approved topic • In the first two weeks, submit a topic for approval • Gets them thinking about the application project early 9

  10. Alternate to Term Paper • Individual Assignments • Require research • Require critical thinking • Require application of concepts • Focused

  11. Grading Strategies • Quizzes: Formative evaluation • Check for understanding and practice test, low credit percentage • Mid-Term and Final Examination • Required to be completed • Low percentage of final grade - no more than 40% of the final grade 11

  12. Grading Strategies • Term Paper • Topic approval • Chooses topic, defends choice, submits possible reference sources • Grading rubric based on • Content • Format • Originality • Application 12

  13. Discussion Participation • Grading based on: • Quality • Timeliness • Adherence to rules and format • Response to others 13

  14. Chat Participation • Grading based on: • Thoughtful question submission • Thoughtful responses • Participation 14

  15. Overall Grading Summary • Percentages • Quizzes and exams: not more than 40% • Discussion and chats: not less than 35% • Term paper including topic submission: not more than 20% • Requirements • Must not skip activities to get a minimum grade 15

  16. Pitfalls • More difficult to grade • Some students will not realize the grading scheme until it is too late • Online students may not read the requirements or the syllabus • Bad designs have created lazy students 16

  17. What the Education? Education requires providing the learner every opportunity to learn. That work goes beyond the science and includes the human side of the equation. Structure – Process- Outcome 17

  18. Captology • “Computers As Persuasive Technologies” • Design, research, and analysis of computers created to change the attitudes and behaviors of people through interactivity. (BJ Fogg) 18

  19. Motivation / Ability / Trigger • Put hot triggers in the path of motivated people. Here’s a scary fact! Our children are predicted to have a shorter lifespan than their parents. Where do you think our healthcare system has contributed to this and how can a healthcare system address it? 19

  20. A Tale of Two Schools 20

  21. Learning Pyramid 21

  22. A Tale of Two Schools 22

  23. 23

  24. Behavioral Change • Remembering and understanding are insufficient to establish and maintain behavior change. 24

  25. A Tale of Two Schools 25

  26. Conclusion Online Learning & Participation • Brings people, information & ideas together • How to influence participation? • Helps students rehearse a behavior • Opportunity to model target behavior and attitude • Provide social support in a comfortable, safe environment • Practice builds bridges to problem-solving 26

  27. Conclusion Participative Assessment • Encourage participation and interaction • Provide opportunities for higher level thinking and input • Provide opportunities for students to develop their own ideas and express them • Grade them on their participation 27

  28. But wait…there’s more… • Something we didn’t tell you! • School A – higher participation – has NO TESTS and a very difficult FINAL APPLICATION PROJECT • School B – lower participation – has three quizzes and two short papers at the end • Both schools grade participation about 60% • School A has better participation and application because the online environment was designed to demand it

  29. Contact Us! • Kevin Duffy • 386.547.9625 • KRDuffy@me.com or DuffyK@DaytonaState.edu • QUESTIONS? 29

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