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LESSON 7
Evaluation of
Technology in
Learning
The standard of student evaluation of
learning must change.
This is justified by the fact that not
only has the new generation changed
into digital learners, but the
traditional world has metamorphosed
into a digital world.
As effort exerted to go digital in
instruction, we also need to go digital
in learning in assessment.
Assessment needs to conform, not with
the literacy of the past century but the new
literacy of the 21st century.
This is the literacy that uses digital
tools in preparing students to face a
high-tech world.
The comparison is made with the Swiss
watch-makers which failed to adapt to
digital watch-making.
The Swiss watch lost its prime position
in less than two years of neglect to the
need to go digital.
Teachers must adopt to the new
mindset both for instruction and
evaluation. Evaluation must be
geared to assessment of essential
knowledge and skills so that learners
can function effectively, productively
and creatively in a new world.
It must use evaluative tools that
measure the new basic skills of the
21st century digital culture, namely:
solution fluency, information
fluency, collaboration fluency,
creative fluency, media fluency and
digital citizenship.
The six fluencies reflect process
skills. In reading for example, single
text reading becomes less important
compared with the empowerment
process of being imbibed by varied
informative, educational and
recreational literature – textual,
audiovisual, digital.
Apart from reading, learners are
asked to engage in the process of
writing reports, essays, articles,
stories, PowerPoint presentations,
video scripts, drama skits, etc. The
standard paper tests will improve
inadequate in assessing new
learning.
As product-outcome learning
changes from verbal-textual to
digital expressions (research-
based outputs evaluation must
also change.
Mass Amateurization
Today the change in evaluation
approach is referred to as mass
amateurization, a term which implies
a mass reach of student outputs. The
personal and group creative activities
in school should aim at bridging the
gap between amateur creators of
outputs to professional creators of
future outcomes and products in real
world.
This will entail inculcating
adeptness among students over
media along publishing, visual
creation, audio-video recording,
Internet web site postings, and
multimedia productions.
The process does not entail the end
of traditional report and essay
writing, but the writing process will
now have to assume the process of
idea conception, planning, layout
and graphics designing, editing and
publishing.
The use of desktop publishing software
can make writing more easier as well as
more exciting for learners. The Internet
also offers avenues for publishing creative
outputs and this are web sites, blogs,
wikis, podcasts and videos. Relevance and
engagement shall be carried both in the
learning process, as well as in the
evaluation schemes of new digital
expressions in learning.
Create a one page newsletter using
Microsoft Publisher
Scores
Content 30%
Lead Story (10%)
News (10%)
Features (10%)
Presentation 30%
Layout (10%)
Use of font (10%)
Color Scheme (10%)
Overall Impression 40%
Relevance (10%)
Significance (10%)
Artistry (10%)
Attractive Impression (10%)

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Evaluation of Technology in Learning

  • 2. The standard of student evaluation of learning must change. This is justified by the fact that not only has the new generation changed into digital learners, but the traditional world has metamorphosed into a digital world. As effort exerted to go digital in instruction, we also need to go digital in learning in assessment.
  • 3. Assessment needs to conform, not with the literacy of the past century but the new literacy of the 21st century. This is the literacy that uses digital tools in preparing students to face a high-tech world.
  • 4. The comparison is made with the Swiss watch-makers which failed to adapt to digital watch-making. The Swiss watch lost its prime position in less than two years of neglect to the need to go digital.
  • 5. Teachers must adopt to the new mindset both for instruction and evaluation. Evaluation must be geared to assessment of essential knowledge and skills so that learners can function effectively, productively and creatively in a new world.
  • 6. It must use evaluative tools that measure the new basic skills of the 21st century digital culture, namely: solution fluency, information fluency, collaboration fluency, creative fluency, media fluency and digital citizenship.
  • 7. The six fluencies reflect process skills. In reading for example, single text reading becomes less important compared with the empowerment process of being imbibed by varied informative, educational and recreational literature – textual, audiovisual, digital.
  • 8. Apart from reading, learners are asked to engage in the process of writing reports, essays, articles, stories, PowerPoint presentations, video scripts, drama skits, etc. The standard paper tests will improve inadequate in assessing new learning.
  • 9. As product-outcome learning changes from verbal-textual to digital expressions (research- based outputs evaluation must also change.
  • 10. Mass Amateurization Today the change in evaluation approach is referred to as mass amateurization, a term which implies a mass reach of student outputs. The personal and group creative activities in school should aim at bridging the gap between amateur creators of outputs to professional creators of future outcomes and products in real world.
  • 11. This will entail inculcating adeptness among students over media along publishing, visual creation, audio-video recording, Internet web site postings, and multimedia productions.
  • 12. The process does not entail the end of traditional report and essay writing, but the writing process will now have to assume the process of idea conception, planning, layout and graphics designing, editing and publishing.
  • 13. The use of desktop publishing software can make writing more easier as well as more exciting for learners. The Internet also offers avenues for publishing creative outputs and this are web sites, blogs, wikis, podcasts and videos. Relevance and engagement shall be carried both in the learning process, as well as in the evaluation schemes of new digital expressions in learning.
  • 14. Create a one page newsletter using Microsoft Publisher Scores Content 30% Lead Story (10%) News (10%) Features (10%) Presentation 30% Layout (10%) Use of font (10%) Color Scheme (10%) Overall Impression 40% Relevance (10%) Significance (10%) Artistry (10%) Attractive Impression (10%)