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Mary Beth
Manley
Authentic Assessments
In an authentic assessment, students demonstrate (and develop) their knowledge of a topic by participating in a student-centered, believably real-world task with actual value outside of the classroom. It starts with recognizing the potential for multiple correct answers and finding creative solutions, then invites evaluation from not only the teacher but also from peers and a wider audience (Hernandez 2016).
Complex Learning Project Example 1 - Project Based Learning (PBL)


Left: The first page of the research paper I completed for my high school British Literature course, as described in the below scenario.
Right: The cover of my self-published book, The Boxing Poet, that I wrote for my college Honors project - the model for my proposed revision to the research paper activity. There's nothing quite like seeing your own name on Amazon. (Pickney was my maiden name.)
Learning Scenario – High School Research Paper
In high school, I learned how to format and write a full-length research paper. It was taught as a long-term project split up into discrete steps. Each step had its own deadline and was almost treated as a separate assignment altogether. The skills that go into writing a research paper were taught so that we could thoroughly share our knowledge on a given topic in the future. This skill was likely intended to help us with future assignments at the college level.
To change this assignment into a complex learning project, I would change the project into a class-made book, in which each student would be responsible for writing one chapter. Within that chapter, the student would be responsible for researching and writing about an Elizabethan era playwright and the backstory behind his writing of one of his plays. (This gives everyone a unique assignment and the ability to choose from many options that may interest them.) The content must be properly cited but must also be readable by a general audience. Before it would be finalized, each chapter would be reviewed by a peer, much like a book to be published is reviewed by an editor first. The book would then be added to the school library at the end of the project. Since it’s intended for an outside audience, this lends authenticity to the project and would give students a taste of what it’s like to write a book!
As an authentic, student-centered project, this redesign falls within the project based learning model. Students are given the real-world task of making the Shakespearean world more accessible to the general population through writing, and as such they face authentic deadlines for their work just as a writer would. They would work in teams, through peer editing, to make sure that the book as a whole is well-cited and of high quality. Since they wouldn’t know about their chosen playwright and the backstory of why they wrote a certain play, they would first have to learn about that through research. They would also need to rephrase their research into layman’s terms, and for many more advanced students (as these Honors students would be) that might be part of what they learn how to do. Learning how to teach the material would deepen their own knowledge in the process. In the process of writing, they would learn how the process of writing a book works as well. Writing in a real-world context, with a resulting public product, gives students the chance to gain knowledge by engaging with the material over a long period of time (Buck Institute for Education).
This project also has close ties to Social Constructivism, the theory in which Lev Vygotsky asserted that students learn more from active learning in a social context than when trying to learn the same thing in isolation. There are many aspects of book writing that students would need to actively learn as they go, and consulting with peers for editing help would teach them more about writing than working in isolation or passively accepting feedback from the teacher would. Constructivism also ties into this activity because students must build their own knowledge of how to write a book as they complete the project.
By the way, for any interested teachers who may be reading this and wondering, yes, you can self-publish your class’s book! I wrote a book as a college Honors project and used Lulu as a platform to publish it. Lulu even gives you the option to sell your book on Amazon, adding that extra layer of authenticity. I was very proud to become a self-published author by age twenty-one, and knowing that I was writing a real book made a big difference in keeping me motivated to finish the project. Writing a full book is not a task that most college students, let alone high school students, would feel up to - my Honors advisor actually doubted I could get it done! For that reason, having students write one really high quality chapter each is a much more achievable task.
References
Buck Institute for Education. (n.d.). What is Project Based Learning (PBL)? Retrieved October 03, 2017, from https://www.bie.org/about/what_pbl
Hernandez, M. (2016, June 06). Evaluation Within Project-Based Learning. Retrieved September 25, 2017, from https://www.edutopia.org/blog/evaluating-pbl-michael-hernandez
Huang, W. H., & Soman, D. (2013, December 10). A Practitioner’s Guide To Gamification Of Education. Retrieved October 3, 2017.
Ransomtech. (2015, March 12). Superficial Learning Engagement. Retrieved September 26, 2017, from https://www.flickr.com/photos/ransomtech/16606578928
Complex Learning Project Example 2 - Gamification

Ransomtech. (2015). Superficial Learning Engagement. Licensed under Creative Commons 2.0 on flickr.com
Learning Scenario – Elementary School Typing Class
I learned keyboard typing from the school’s computer teacher and used computer software that continuously taught and assessed our typing accuracy and speed. The teacher herself did little except to go around the room and make sure we were not looking at the keys or otherwise cheating at completing the program correctly. A "typing game" was part of the lesson, but it was an example of the "chocolate-covered broccoli" illustrated above - more drill-style lessons that were supposed to look like a game because each correct answer got a space ship closer to its destination.
To change the typing lessons into a complex learning project, I would apply much more substantial gamification and a greater feeling of achievement to this learning process. For example, badges would be awarded to students as they showed mastery of each different keystroke. Within the theory of gamification, badges serve to help students recognize self-achievement (Huang & Soman 2013). Furthermore, there would be achievements to be attained regarding a student’s ability to type at specific speed thresholds. A student would then have more motivation to try typing at 50 words per minute, then 100 words per minute, and so on. In addition, students would be divided into teams –one half of the class could compete against the other. Each learner would earn points for successful completion of a typing lesson (with more earned for a higher typing accuracy), and these points would be added to the team total. This combination of competition and collaboration would incentivize students to work hard at their lessons and also to keep each other honest by ensuring that the other team’s members were not looking at the computer keys to cheat on the lesson. This combination of points, badges, and competition would address key indicators of gamification and use those to incentivize students to do their best on the typing lessons. Furthermore, emphasizing the greater good of the group and the importance of both accuracy and speed adds authenticity to the activity – in the real world, people who use computers are expected to type quickly in order to best help the organization for which they work. The typing lessons themselves could also be made more authentic by expanding to include extended typing exercises – on the most difficult setting, a student might transcribe audio (or ASL) onto the screen just like a transcriptionist does for work.
Behaviorism is well-represented in this re-imagining of the typing lessons; not only are students instantly rewarded with feedback that will guide them towards improved typing, but they are also given rewards in the form of badges and team competitions. Students are not building the knowledge of typing for themselves, since the task is simple to demonstrate, but are instead repeating what they see in a highly structured way as behaviorism indicates. My addition of difficult practice (transcription tasks) could also be tied to andragogy for older learners who need to learn typing skills – typing is a skill that adults can immediately apply in their work and may have an intrinsic incentive to learn, assumptions which, in andragogy, indicate that the adult learner will be successful at this task.
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