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Photo by Todd Trapani 

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Assessment
& Learning Models

IDT100x

How do we capture whether learning experiences were effective? Is there a metric to gauge how much the student has actually learned? 

 

Assessment is the interface of student–instructor interaction, capturing "the state or condition of learning." Instructors can measure student progress, whether graded or non-graded. Students can see whether they're on track with the intended course outcomes. "In higher education, we assess our students to integrate them into the learning process and provide evidence of their understanding" (Watson).

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Learning Models offer usable frameworks for the learning theories we've covered throughout the weeks. Experiential Learning, Project-based Learning, and Gamification are three models explained below.

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Photo by Karolina Grabowska 

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Scenario A or B

Visual branding with digital media

Experiential Learning Scenario (Two Project Options) – Choose your own adventure!
Project Option A:
New Brand

Create a new brand

based on a favorite brand

Reflection:

Think about your favorite brand and product category. What is your brand's ethos? Target niche or demographic?

 

Phase 1 – Iteration:

Create a new brand inspired by this brand. Think of the brand persona. Come up with 3 adjectives to describe it. 

 

Phase 1 – Production Assets:

Use 3 adj. as a guide for logo creation and hero image search or capture (on your camera)

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Digital Tools:

Illustrator & Photoshop

Project Option B:
Re-brand

Revitalize a "dead" or "dying" brand and create an updated flyer


Reflection:

Think about a brand that's in decline that you'd like to update by changing product offerings or its target demographic

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Phase 1 – Iteration:

Does the brand's ethos and persona need an update too? 

Come up with 3 adjectives to describe it.

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Phase 1 – Production Assets:

Use 3 adj. as a guide for logo creation and hero image search or capture (on your camera)

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Digital Tools:

Illustrator & Photoshop

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Learning is not the product
of teaching. Learning is the product of the activity of learners.

– John Dewey

Learning Scenario

Experiential Learning: Visual brand/re-brand 

Using the experiential learning model, I developed a visual branding activity based on existing projects assigned at the Academy of Art University in the graphic design and fashion marketing departments. This learning scenario employs Illustrator & Photoshop in a visual branding/re-branding campaign. Students walk through the research and concepting phase based on real-life brands. They base their brand logo and advertising poster or mailer on brands they admire or would like to revitalize.

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Course Learning Objectives

Apply digital tools and techniques in developing a marketing collateral portfolio piece showcasing visual branding solutions
 

Skills

Photoshop, Illustrator, (InDesign – later)

Creative problem solving

Visual branding

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Experiential Learning Model

The course uses industry standard digital design tools towards the creation of marketing deliverables. This project is a simulation of real world branding iterative practices (rather than problem solving an actual real-world problem (PBL)). This course is a digital "studio" class which by nature is like a workshop or lab where students practice using the tools. This branding exercise provides a real-world framework and culminates in a branded collateral portfolio piece.
 

About Experiential Learning>>

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According to Kolb, experiential core design principles are:

  1. active experimentation – These are encouraged off screen in sketching logo ideas

  2. concrete experience – "Hands on" approach to digital production with set real world simulation

  3. reflective observation – Students develop principles by which designs work and don't based on real world criteria with peer feedback

  4. abstract conceptualization – They take the new knowledge and can apply it to the next stage.

(Bates)​

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Group Activities

The project can be completed individually with a group critique. Or it can be a group project where each student is on the same creative team proposing a design solution (which could bring an element of friendly competition). The outer contexts of existing logo and branding research provides meaning and motivation for learners to engage with the digital tools and make their own design decisions on the brand's identity.


Depending on student proficiency, the project can be further broken down into smaller steps with both formative and summative assessments in the homework exercises.

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Formative Assessment

The formative elements would be secondary elements to digital techniques such as writing, any layout issues, or whether the brand image or logo matches the intended target market. Peers and instructor can provide feedback without giving any marks on these aspects. These aspects will initially not be graded but offered to provide feedback only. Eventually these will become evaluated as part of the summative assessment upon project completion.

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Summative Assessment

Production expectations are the most critical for proper acquisition of digital techniques. Therefore, summative assessment would be based on whether certain itemized production tasks were done. 

  • Create two 5 x 7 inch flyers promoting the grand opening of your business.

  • Logos need to be vector graphics.

  • At least one silhouetted hero image needs to be placed on each card.

  • Bleed and trim marks included. (Demonstrates Photoshop and Illustrator production skills.)

  • Overall digital craftsmanship (clean graphics, high quality resolution, etc)​

As an assignment, the evaluation will be a small percentage of the overall grade so as to be low stakes.

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Authentic Assessment

This experiential learning project will culminate in a presentation with the student explaining their brand, ethos, product offerings, and target audience. These activities will employ all four experiential design principles: active experimentation, concrete experience, reflective observation, and abstract conceptualization.

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As a simulation, the project will require students to support their assertions by connecting their work with real-life examples. Students will show their process and work in progress as a validation for authentic authorship, since in the digital world, plagiarism is easy. Through presenting, students will highlight their critical thinking and problem solving skills in coming up with design and speaks to their intended target audience. This student-centered approach will provide a real-world simulation with students able to visualize their work in a real world context. 

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They will also have to showcase their digital production skills by producing high quality, functioning prototypes, whether printed or online. This will be the summative component throughout.
 

Assessment Types>>

 
Connections to Learning Theory

Based on John Dewey's Constructivist approach, real world contexts provide learning relevance in Experiential Learning Models. As with Constructivist approaches, students actively construct their own knowledge and experience of digital techniques through building on their existing knowledge of brands as consumers. Students are engaged by choosing brands of interest as they research and explore options and solve the problem presented by the simulation.

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The branding landscape provides various cultural forms to decipher and analyze before creating another form (logo). According to Bekki Brau, "Dewey's work proclaims that learners who engage in real world activities will be able to demonstrate higher levels of knowledge through creativity and collaboration" (Brau). Students reflect on previous knowledge of logos and flyers to create their own version based on the brand's persona and target audience. They provide and receive peer feedback, which enables more of a consensus on the "re-execution" of the brand in another form.

Summative assessment
Formative assessment
Authentic assessment
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OPTIONAL CONTENT
Learning Models

Learning models package learning theories
into usable frameworks for learning
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Learning Models

Experiential Learning

Based on John Dewey's Constructivist approach: Real-world contexts provide relevance

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Otherwise known as co-operative learning, adventure learning, and apprenticeships, all encompass the idea of learning by doing. Theoretical concepts are applied to real world contexts. 

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Applications

hands-on experiences, involves social aspects with diverse perspectives, such as laboratory, workshop, studio, apprenticeship, problem-based learning; case-based learning, inquiry-based learning, cooperative learnig, and project-based learning

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Core principles

  1. active experimentation

  2. concrete experience

  3. reflective observation

  4. abstract conceptualization

Project-based Learning

A subset of experiential learning; â€‹

 

Solving real-world problems requires relevant skill acquisition and deep research to solve. The learning process is integral to completing the project. Students may wear different hats that build real world skills over an extended period of time. And in the process answer complex questions. 

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Applications

Solving real-life issues like getting lead out of water in Flynt, Michigan; Creating a local Nashville history of civil rights museum display

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7 Essential Project Design Elements

Authenticity

Student voice

Reflection

Critique & revision

Public product

Challenging problem/question

Sustained inquiry

Gamification

Behaviorism "on steriods"

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Maximize engagement and response by stimulating play. Game elements and mechanics are tools of motivation.

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Seeks to tap into learner's intrinsic motivation by making the course more interactive and taking cues from the gaming industry in creating active engagement to sustain attention and effort in this age of shortened attention spans

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Uses the bells and whistles from Pavlovian experiments to boost interest and audience response

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Emotional motivation in getting learner attention and interest. Helps ensure learner retention.

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Applications

Game elements: digital badges, rewards, points, and achievements (stimulates sense of accomplishment) leaderboards (competitive spirit), failing challenges to try again (motivation for self-improvement)

Gamification in eLearning: quizzes and puzzles, interactive simulations, progress tracking systems, collaborative activities

Fitness

OPTIONAL CONTENT
Assessment Types

Measuring progress
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Assessments

Formative

Evaluation that provides immediate and continuous feedback with guidance and support during learning. Low- or no-stakes, use of tools, methods, and practices. Instructors can adapt lessons based on findings. 

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Based on Cognitivism, as feedback attempts to close the gap between existing level and desired level of understanding. Corrective feedback can be diagnostic or socially reinforced.

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Formats

Practice exams, quizzes, or presentations, peer feedback

Summative

Critical evaluation that assesses learner's overall performance. More formal and higher-stakes, judgment determines level of achievement in coursework.
 

Learning goals should determine forms of evaluation. Assessment tools need validity, measuring whether learning met objectives and meets level criteria for course. Reliable assessments provide consistent outcomes from test to test. Because decisions as a result of testing can be high stakes, both validity and reliability are key barometers to summative assessments​

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Formats

Multiple choice and short answer exams, presentations, website or blog, portfolios, group projects

Authentic

Evaluation of classroom knowledge and skills applied to real-world contexts. It seeks to measure learning outcomes in higher order thinking, problem solving, and critical reasoning skills. Projects form
a framework for task or performance-based activities 

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Based on Dewey's (Constructivist) belief that classroom learning needed to connect with real life experiences for learning to occur.

 

Formats

Experiments, presentations, simulations, role-play, class/term projects, debates, discussions

Works cited

Works cited

Bates, A. W. (2022). Teaching in a digital age: Guidelines for designing teaching and learning (3rd ed.). Tony Bates Associates Ltd. https://pressbooks.bccampus.ca/teachinginadigitalagev3m/

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Brau, Bekki, and Royce Kimmons. Education Research Across Multiple Paradigms. EdTech Books, 2022, https://doi.org/10.59668/133.

 

Hanssen-Passeri, Catherine. "Instructional Design and Technology: Learning Theories." EdX.Org, 7 Aug. 2023, learning.edx.org/course/course-v1:USMx+LDT100x+2T2023. Accessed 20 Aug. 2023.

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Watson, Ellen. “Teaching Materials, Best Practice and Templates.” Teaching Materials | Centre for Teaching and Learning, www.ualberta.ca/centre-for-teaching-and-learning/teaching-support/preparation/teaching-materials.html. Accessed 23 Sept. 2023.

 

“What Is PBL?” PBLWorks, www.pblworks.org/what-is-pbl. Accessed 23 Sept. 2023.  

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