Q: The students had to write 3 learning goals in D2L self-assessment that they had for the semester, so they typed those in, and then clicked “send” or “complete” or whatever, and their response just went into the ether? There has to be a way to retrieve the information. Any ideas?
A:
The info is gone. It doesn’t get collected anywhere, that’s not the nature of the tool. You wanted a survey.
Self-Assessment is used rather to temporarily collect information for the student her/him-self and review; if the instructor needs to get hold of that info, the instructor must consider survey
Example for a good use of self-assessment:
Self Assessment
math70-feedbacktest – Preview
Question 1
After you set up the following equation so that it could be solved by using the Quadratic Formula, in this case with polynomial terms on the left-hand side, what are the values of a, b, and c?
After you set up the following equation so that it could be solved by using the Quadratic Formula, in this case with polynomial terms on the left-hand side, what are the values of a, b, and c?
The UK-listed firm, a major supplier of courseware and assessments in schools and colleges in the United States, Britain and around the world
Pearson CEO Andy Bird told Reuters that verified credentials were becoming more important as technology adapts, leaving many companies with a skills gap where staff need training on how to work with processes such as artificial intelligence.
Pearson, which has been buffeted by the shift from physical courseware to online learning, bought AI and analytics group Faethm in 2021, which spots skills gaps for organisations.
Credly partners with organisations such as IBM, Microsoft and Amazon Web Services to provide certifications, or digital credentials, to workers both inside their firms and out who have attained a certain level with their product. Based in the United States, half of the people earning credentials on the platform are outside America, with India one of its biggest markets.
Pearson will now be able to combine the diagnostic tools of Faethm with its own digital learning programmes and Credly’s certification capabilities to offer a full service to companies.
Metaverse Storefront Creators, Developers, and Operators
Metaverse Law Enforcement
DAO Attorneys
Cryptocurrency
Crypto Coaches and Advisors
Crypto Mortgage Specialists
Decentralization Managers
Healthcare
Amnesia Surgeons – Doctors who are skilled in removing bad memories or destructive behavior.
Memory Augmentation Therapists – Entertainment is all about the great memories it creates. Creating a better grade of memories can dramatically change who we are and pave the way for an entirely new class of humans.
Digital Implant Architects
Genetic Troubleshooters
Body Part Fabricators
AI Health Managers
Big Data
Privacy Strategists
Personal Data Managers, Archivists, and Protectors
Laubersheimer, J., Ryan, D., & Champaign, J. (2016). InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students. Journal of Library Administration, 56(8), 924.
From online trivia and virtual board games to complex first-person perspective video games and in-person scavenger hunts, libraries are creating games for a variety of purposes, including orientations and instruction (Broussard,2012; Mallon, 2013; Smith & Baker, 2011).
Although the line between gaming and gamification can be blurry, most scholars recognize differences. Games are interactive, involvechallenge, risk, and reward, and have rules and a goal (Pivec, Dziabenko, &Schinnerl, 2003; Becker, 2013). Gamification, on the other hand, utilizes spe-cific gaming elements, often interactivity and rewards, to make an ordinary task more engaging (Prince, 2013). The gamification layer is not the focus of an endeavor, but rather can add enjoyment and a sense of competition toa task.
Battista (2014) argues that well-executed badges could represent an authentic assessment tool, because they often require the student to tangibly demonstrate a skill, competency, or learning outcome.
Use of the badges helped the team organize the Web site and provided a hierarchy to follow once the steps for earning each badge were created.Each badge consists of three to six tasks. A task can be a tutorial, a video, a game, or a short reading assignment on a given topic. An assessment is given for each task
The fourth and final platform the group considered was BadgeOS fromLearningTimes. BadgeOS requires a WordPress installation BadgeOS was designed to work with Credly (https://credly.com/) and Mozilla Open Badges (http://openbadges.org/) as standard features. LearnDash was the most useful plugin for the project beyond BadgeOS. Available for a reasonable fee, LearnDash adds tools and features that give WordPress the ability to be used as a complete learning management system(LMS). Available for free under the GNU Public License, BuddyPress(https://buddypress.org/) is another plugin that was capable of integrating with BadgeOS as an extension. The advantage of BuddyPress for the project group was the addition of social media components and functionality to the project Web site. Go-daddy.com offered comprehensive technical support, easy application instal-lation, and competitively priced hosting packages. A 3-year hosting agree-ment was purchased that included domain registration, unlimited storageand unlimited bandwidth.
The Glossary of Education Reform, “Competency-based learning refers to systems of instruction, assessment, grading, and academic reporting that are based on students demonstrating that they have learned the knowledge and skills they are expected to learn as they progress though their education.”
The benefits, or drawbacks, of competency-based learning (CBL) — also known as competency-based education, mastery-based education, performance-based education, standards-based education and proficiency-based education — are up for debate. Regardless, there are an increasing number of these types of programs, particularly in for-profit colleges.
Competency-based education, in short, focuses on mastery of content, not on how long it takes to learn it. ++++++++++++++++++
What’s the Difference Between Project- and Challenge-Based Learning, Anyway?
Problem-based learning is a category of experiential learning that involves students in the process of critical thinking to examine problems that lack a well-defined answer. In problem-based learning, students are given a problem with only preliminary information. They work towards solving the problems themselves, rather than reviewing how others have resolved the situation or problem as in a case study. They do not produce a product as in project-based learning, and students are not necessarily working in the community unless they are gathering data.
Problem-based learning fosters students’ metacognitive skills. They must be consciously aware of what they already know about an area of discovery as well as what they do not know.
Project-based learning is a category of experiential learning where students are presented with a complex problem or question that has multiple potential solutions and possibilities for exploration. However, after studying this problem or question in their teams, students are challenged to develop a plan and create a product or artifact that addresses the problem.
Virtual reality clinical skills training helps in muscle memory building by:
Learning by performing– In a VR environment, learners get the opportunity to learn skills by performing tasks and it is a well-proven fact that the best way to retain knowledge is practical application. Practicing multiple times – Virtual environments offer multiple practice sessions as there is no need for repeatedly setting up of equipment. Learners can practice as many numbers of times they desire to, so much so that the particular skill becomes a habit. Identifying and correcting errors – Performing tasks multiple times also helps learners identify their mistakes and correct them. They can revisit procedures, eliminate errors and perform the correct steps repeatedly to get it perfect and make it habitual. Training in controlled environments – Every case in the field is a new case and can be critical. To get that confidence to perform effectively on the job learners can gain the expertise by practicing in controlled virtual environments. Guided training sessions to learn – Rich with prompts and feedbacks, guided VR training sessions hand-hold learners through the procedure helping them get acquainted, experienced and skilled to perform individually. Assessment sessions test performance without prompts –
The idea of backwards design has been around for several decades, starting with Understanding by Design, published in 1998 by Grant Wiggins and Jay McTigue.
AI is being used to monitor students and their work. The most prominent uses of AI in higher education are attached to applications designed to protect or preserve academic integrity through the use of plagiarism-detection software (60%) and proctoring applications (42%) (see figure 1).
The chatbots are coming! A sizable percentage (36%) of respondents reported that chatbots and digital assistants are in use at least somewhat on their campuses, with another 17% reporting that their institutions are in the planning, piloting, and initial stages of use (see figure 2). The use of chatbots in higher education by admissions, student affairs, career services, and other student success and support units is not entirely new, but the pandemic has likely contributed to an increase in their use as they help students get efficient, relevant, and correct answers to their questions without long waits.Footnote10 Chatbots may also liberate staff from repeatedly responding to the same questions and reduce errors by deploying updates immediately and universally.
AI is being used for student success tools such as identifying students who are at-risk academically (22%) and sending early academic warnings (16%); another 14% reported that their institutions are in the stage of planning, piloting, and initial usage of AI for these tasks.
Nearly three-quarters of respondents said that ineffective data management and integration (72%) and insufficient technical expertise (71%) present at least a moderate challenge to AI implementation. Financial concerns (67%) and immature data governance (66%) also pose challenges. Insufficient leadership support (56%) is a foundational challenge that is related to each of the previous listed challenges in this group.
Current use of AI
Chatbots for informational and technical support, HR benefits questions, parking questions, service desk questions, and student tutoring
Research applications, conducting systematic reviews and meta-analyses, and data science research (my italics)
Library services (my italics)
Recruitment of prospective students
Providing individual instructional material pathways, assessment feedback, and adaptive learning software
Proctoring and plagiarism detection
Student engagement support and nudging, monitoring well-being, and predicting likelihood of disengaging the institution
free webinar: ‘How to facilitate effective group work at business schools’ on May 5 at 1PM ET.
This webinar will gather teachers and instructional designers from business schools in a panel discussion to share and exchange ideas on improving group dynamics and social loafing in team based education.
We’re happy to welcome Mustafa Elsawy, Learning Technologist from Georgia State University and Jeff Webb, Associate Professor from David Eccles School of Business as guest speakers for the discussion to share their insights on:
Why and how team based learning adds value to course design;
The challenges of implementing and facilitating group work in online, blended and hybrid classrooms;
How peer feedback and peer assessment can contribute to achieve learning outcomes;
How to empower faculty to scale peer feedback/assessment in future courses and prepare students for the labor market
Online coursework must not be considered an inferior or cheaper option. Getting online right requires a significant investment in course development guided by professional course designers who focus on achieving and assessing learning outcomes. Best practices show that developing a quality online course takes about 10 weeks to build with the faculty member working closely alongside an instructional/course designer, and research has shown that in-person instruction improves after working with instructional designers.
An online lecture requires more lecture preparation, continuous monitoring of student progress, increased use of assessment tools, extensive electronic interaction with the students and online office hoursAdditional instructor and teaching assistant support is also needed, as well as technical support.