The Struggles of MultiModal Assessment Design

I had an interesting conversation with a doctoral student who is doing her work on how teachers are evaluating and assessing student digital writing projects. I am part of her study (well, as a teacher, I am participating) and yesterday, we had a 90 minute chat about assessing digital work. Interestingly, this connected in my head to the inquiry going on at Rhizomatic Learning this week, too.

During our time, she asked me a lot of questions and I admit, I struggled to explain how I best assess digital writing projects that my sixth graders make. Even after co-editing a book on assessment of digital writing (Teaching The New Writing), and even after years of bringing various projects into my classroom to push at the notions of what it means to write in a digital age …. I am often as lost as I have ever been.

In particular, yesterday, I did a very close look at a video game design project and “talked through” what I was seeing, using my own project indicator sheet as my guide.

It had been some time since I had played this game called Into An Animal Cell (you can play it, too) , and I remained impressed by the work of this student. Talking the game through with my assessment lens on as I played it was another way to examine the moves of the student around game design, story narrative and the use of science as the underpinning theme.

But I openly admitted to her: grading/assessing something that has many modalities — here, for example, game design, science concept, story narrative, science vocabulary, etc. — is something I continue to grapple with on so many levels. If I get too specific, then I lose the flavor of the whole. Too general, as I am in the assessment tool for this project, and it is nearly meaningless. And then there is the element of “newness” here — I’m lucky if one of two of my 80-odd students ever designed and published a video game. Assessing the newness of the skill tugs in contrast to the learning experience I want them to have in the end, which is a design mentality and expanded notion of story narrative flow in a multimodal space.

I still seek (and yet, have not yet found) the balance here to create an assessment that will do what an assessment tool is designed to do: guide the student to make improvements so that they can further their work and learn from the experience. I still feel as if I am designing assessment tools to give them a grade. The tool is for me more than for them, as a way for me to justify why we are making video games.

I need to turn that whole perspective on its head. I need to better figure out how to create something more meaningful for my students. I’m still struggling with this. As it turns out, so are many others, as evidenced by some of this researcher’s other interviewees.

Peace (in the pondering),
Kevin

Book Review: Cool Careers in Video Games

I saw this book — Cool Careers in Video Games —  in our latest Scholastic Book order catalogue and used some of my “classroom points” to pick it up. I wasn’t sure what to expect, but given my students’ high interest in gaming, it makes sense to have it as a resource. I’m glad I grabbed it. The book is full of short non-fiction profiles of people in the video gaming industry, from writers to programmers to animators and more, with a nice balance of men and women.

The questions often have a focus on advice for students who are interested in gaming, and while most riffed on the theme of “follow your passion and dream,” there were a few who noted how math skills and writing/communication skills are critical.

What I most liked about the book (its former title apparently was Hot Jobs in Video Games) was the introduction overview of the world of the gaming industry, as it provides a handy progression of how a game goes from an idea to being published, and all the work that goes on in-between. And I like the glossary at the end, where there is a multi-page list of all of the different kinds of jobs and skills one would need to become part of that emerging job market.

As far as I can tell, you can only get Cool Careers in Video Games through Scholastic books.

Peace (in the game),
Kevin

 

Teachers Teaching Teachers: Game On

This is a video I never got around to sharing, but I had joined Paul Allison, Chris Sloan and others at Teachers Teaching Teachers webcast a few months ago (!) to talk about gaming, game design and learning a few weeks ago. Here is the video of that discussion:

Peace (in the teach),
Kevin

Argubot Academy: Using Games to Understand Argument

At the National Writing Project Annual Meeting in November (this post has been in my draft box for a bit of time), I attended a session by a representative of GlassLab Games, which has been working in a partnership with NWP folks to develop a video game app designed to teach elements of argument to middle school students.

The game is called Mars Gen One: Argubot Academy, and it is a free app from the Apple Store. Mat Frenz, of GlassLabs, was very knowledgeabout about game mechanics, and of why games are a natural way to pique the curiosity of students. He notes that good games can be an “engagement bridge” for students to learn difficult material, and the hope for Argubot Academy is that players “will master the mechanics of argument with the same passion as mastering the mechanics of Pokemon.” The game developers build some of the mechanics and look/feel/design of the game with echoes from the Pokemon universe.

Mars Gen One: Argubot Academy has a narrative of science, as the player is on a discovery mission and is forced to create “argubots” that are powered by the strands of strong argument claims and evidence. The player asks questions, explores the spaceship and then goes into “battle” against others with their argubots, seeing if their claims and evidence is strong enough to hold up to scrutiny. A teacher account allows you to track progress of students, and it charts out where strengths and weaknesses of the individual player/students are. That is all handy information.

I played the game a bit over the summer, when it was first released and promoted via NWP and Educator Innovator, and then again during the session, as Mat gave us an overview and tour of the game itself. I know a lot of teachers in the room were excited about. I have my slight reservations. First of all, my classroom does not have iPads, so for all practical purposes, the game is not in our future. I also found the game a bit too wordy, knowing my students as I do, although when I mentioned this is conversation with other teachers in the session, they disagreed with me. So, maybe it is my own perception. I am also not sure it would engage my students over multiple sessions, although Mat shared testimonials from teachers using the app, praising it as tool for engagement.

But, don’t listen to me. Give the app a try. It’s free, and a lot of thought has gone into the development. It might just work for you, particularly as we shift into higher gear away from persuasion and deep into argument. The game might be just the hook for your students.

Argubot Academy Overview from GlassLab on Vimeo.

Peace (in the app),
Kevin

 

 

A Look Inside Student Science-based Video Games

Here is a screenshot/video capture look at some of the science-based video games my students are creating, along the science-based theme of cells. You can see a bit about how they are using text and story to frame their game within a science and narrative context. The project weaves game design, science and narrative story together, and many students are now either done or finishing up.

Peace (in the cell),
Kevin

The Video Games They Play

As I was reading and assessing video game reviews by my students, I created a list of the games they chose to write about. Here is a Word Cloud of the most popular of the video games in the mix for my young writers:

Game review 2014

You’ll see that Minecraft is there, front and center. No surprise. But Trivia Crack? Lots of girls are playing the app, apparently, and if the reviews are right, it is a social game of sorts with trivia. Never heard of it. There are some games that make this list year after year, and others that come out of nowhere, depending on culture and games introducing during the year. Crossy Road … another one I had not heard of, but apparently it is a variation on Frogger.

While the game review does not have to be a video game, only one of my students chose a board game this year. All others were video games on assorted platforms.

Here is a review podcast of a student reviewing Metroid Blast:

Peace (in the game),
Kevin

 

Student Game Review: The Legend of Zelda Twilight Princess

As a companion to our game design unit, my students also write (and many podcast out) persuasive game reviews. The lesson is to integrate writing into our understanding of game design and writing with authority on a topic. Plus, I get a better sense of what games my students are playing year to year (It’s not easy to keep up).

Here is a review of The Legend of Zelda: Twilight Princess

Peace (in the voice),
Kevin