Assessment and taxonomies
e will see a reformulation of well-known taxonomies such as Blooms’ digital taxonomy, Fink’s taxonomy of significant learning and Biggs’ SOLO taxonomy. The future learning taxonomies will be focused on elements borrowed from games, and it will take into account that ubiquitous learning and connectivism is a reality.
The assessment will still be competency-based, and the accuracy will be far better than today due to the capabilities of AI. The modules of PresentPastFuture will contain gamified micromodules with timelines, progress bars, badges and similar visual clues helping the pupils understand where to go next and what to do. The tasks will adjust to match the pupils ZPD perfectly and «There will be a relatively low cost of failure and high reward for success» (James Paul Gee, 2007).
Curiosity, imagination, contribution and creativity are essential, and the AI-driven assessment system reflects that. It is vital that the pupils are having fun while learning, and they have to be rewarded for their effort and when they complete tasks. «On balance [the] experience needs to be pleasurable» (Salen & Zimmerman, 2004).
cool and gamified
The grading systems are inspired from games where you can only progress through different levels of competence within the ZPD. Positive reinforcement and scaffolding will lead to more motivation. And the tightly integrated system of assignments and assessments will contribute to motivation according to the theory of flow and the Self Determination Theory.
To make it possible to assess by the principles of positive reinforcement, the three main modules of PresentPastFuture are divided into several micromodules. The difficulty levels are decided by the teachers assisted by AI. It’s only possible to get better, to progress through different tasks. If a skill is learned, you cannot “unlearn” it.