Games: A Model of Effective Assessment

 

This post originally appeared on ASCD Express, a regular ASCD Publication focused on critical topics in education. This article appeared in Vol 8. Issue 12, the focus topic being assessment that makes sense. View Original >

 


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People play games for many reasons, but a major reason is that games are designed in specific ways to ensure that you keep playing. You are challenged at just the right level while being given enough scaffolding to continue trying. This creates the “flow” where engagement is maximized. We take these, as well as other game mechanics, for granted, when in fact we should look to them as models of instruction and assessment. Here are three big lessons we can take from games to improve our classroom assessment practices.

1. Mastery and Freedom to Fail
Allowing yourself to fail is probably one of the most important and best things games do in terms of effective assessment. When you make mistakes in a game, you are given as many opportunities as you need to successfully complete the level. If your player dies in Super Mario Brothers, you simply start over at the level at which you left off. In other words, you are given freedom to fail until you are successful. Many of our antiquated assessment practices in education do not do this. We rely on points and weights to try to create an elaborate grade book that seems balanced. But in fact, it still punishes students for making mistakes in the learning process. Just like in games, we need to reward our students for their best work and give them multiple formative assessments that allow them to try and fail in a safe space, where mastery is truly valued.

2. “Just In Time” Feedback
Games give you feedback immediately. For those of us who play Angry Birds, we often fail a level, but we know why we failed—the game lets us know our mistakes up front. Although we’re informed of our failure by a crass “You Lose!” phrase that appears across the screen, we know that we have failed and can reflect on how we need to make adjustments in our game play in order to be successful. You don’t find out three hours later that you lost; you know immediately. Although it often takes time to give high-quality, lengthy feedback, we can prioritize feedback on a targeted instruction area to be given immediately. Technology can be a useful aid in sending or noting a quick response to an assignment. Formative assessments also allow for quick check-ins to note progress or needed adjustments.

3. Assessment of 21st Century Skills
Although many games do not assess the formal content in our classroom, such as world history, writing skills, or physics, they do assess crucial 21st century skills that can go overlooked in traditional classroom assessments. For example, Halo involves players both playing solo and working in pairs or teams to defeat enemies and conquer stages. Defeating these enemies requires not only strategic thinking and problem solving, but also creativity, collaboration, and communication. If you play a multiplayer contest and win, you have shown that you can collaborate and strategize in teams, and the game play is designed to assess these skills. In our classrooms, we can create rubrics and align student products to assess the same skills that games do, thereby valuing not only content, but also 21st century skills.

To really push the envelope of games as assessment tools, consider using them as a formative or summative assessment. It might make educators uncomfortable to trust games as rigorous assessments, but in fact, we often trust games as the best assessment tools. Stanford professor James Paul Gee captures this concept best: “If a student plays Halo on hard … and beats it, would you be tempted to give that student a Halo test?” The answer, of course, is no. The game was designed to demand that the player met specific, rigorous goals. We trust the game to accurately assess those goals. Well-designed educational games can be great assessment tools, or more generally, we can borrow from game design to improve classroom assessment practices.