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1 de 10
Levels of Achievement
CRITERIA Baseline Effective Exemplary Score
ORGANIZATION AND DESIGN Jennelyn
Layout of Design
 There are few or no graphic
elements, no variation in layout
and/or the colors interfere with the
readability.
 There are some graphic
elements and limited variation in
layout. Design elements
sometimes assist students in
understanding concepts and
ideas.
 There are multiple
graphic elements and
variation in layout. Design
elements assist students in
understanding concepts
and ideas.
3
Navigation/Directions
 Navigating the game is
confusing and information can not
be found easily.
 Some navigation is unclear,
resulting in a few places where
students can become lost.
 The game is well-
organized and easy to
navigate. Students can
clearly understand where
they are and where to go
next.
3
INSTRUCTIONAL DESIGN AND DELIVERY
Objectives
 Learning objectives are
unclear or non-existent.
 Some learning objectives
are identified.
 Learning objectives
are clearly identified.
5
TIMEZ ATTACK
Math
4th to 5th
graders
POINTS
BASELINE ---- 0
EFFECTUVE ---- 3
EXEMPLARY---- 5
GROUP 4
Jennelyn Castro
Lorie Montague
Darlene
David
Laura Cruz
Different Learning Style
 The game provides few
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides some
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides
multiple auditory,
kinesthetic, textual and/or
visual activities to enhance
student learning. 3
Higher Level of Learning Skills
 The game provides
limited or no activities to help
students increase their cognitive
skills, such as analysis, synthesis
and evaluation.
 The game provides some
activities to help students increase
their cognitive skills, such as
analysis, synthesis and
evaluation.
 The game provides
multiple activities to help
students increase their
cognitive skills, such as
analysis, synthesis and
evaluation. 5
GAME-BASEDLEARNING
Rules
 Rules are not clearly
stated.
 Some rules are given, but
there is missing information.
Students might be confused.
 Every rule is clearly
stated.
3
Goals
 Goals are vague or
incomplete.
 Goals are at least
partially described.  Goals are clearly
stated and measure what
students must know and be
able to do to accomplish the
game. 5
Feedback
 There are few or no
opportunities for students to
receive feedback on their
performance.
 There are some
opportunities for students to
receive feedback on their
performance.
 There are frequent
opportunities for students to
receive timely feedback on
their performance. 5
Interaction
 Student-to-computer and
student-to-student interactions are
limited or non-existent.
 Student-to-computer and
student-to-student interactions are
at least partially identified.
 Student-to-
computer and student-to-
student interactions can be
clearly identified. There is a
definitive increase in social
interaction. 3
Subject  The subject or topic of the
game is vague or incomplete.
 The subject or topic of the
game is at least partially
described.
 The subject or topic
of the game is clearly
stated. 5
TOTAL SCORE 40
Jennelyn Castro
Evaluation of Total Score:
Rating Total Point Range
Number of Criteria Rated
at this Level Your Rating
Exemplary 40-50 points  << Exemplary >>
Effective 30-39 points  << Effective >>
Baseline Less than 30 points  << Baseline >>
Levels of Achievement
CRITERIA Baseline Effective Exemplary Score
ORGANIZATION AND DESIGN Lorie
Layout of Design
 There are few or no graphic
elements, no variation in layout
and/or the colors interfere with the
readability.
 There are some graphic
elements and limited variation in
layout. Design elements
sometimes assist students in
understanding concepts and
ideas.
 There are multiple
graphic elements and
variation in layout. Design
elements assist students in
understanding concepts
and ideas.
3
Navigation/Directions
 Navigating the game is
confusing and information can not
be found easily.
 Some navigation is unclear,
resulting in a few places where
students can become lost.
 The game is well-
organized and easy to
navigate. Students can
clearly understand where
they are and where to go
next.
3
INSTRUCTIONAL DESIGN AND DELIVERY
Objectives
 Learning objectives are
unclear or non-existent.
 Some learning objectives
are identified.
 Learning objectives
are clearly identified.
5
Different Learning Style
 The game provides few
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides some
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides
multiple auditory,
kinesthetic, textual and/or
visual activities to enhance
student learning. 3
Higher Level of Learning Skills
 The game provides
limited or no activities to help
students increase their cognitive
skills, such as analysis, synthesis
and evaluation.
 The game provides some
activities to help students increase
their cognitive skills, such as
analysis, synthesis and
evaluation.
 The game provides
multiple activities to help
students increase their
cognitive skills, such as
analysis, synthesis and
evaluation. 5
GAME-BASEDLEARNING
Rules
 Rules are not clearly
stated.
 Some rules are given, but
there is missing information.
Students might be confused.
 Every rule is clearly
stated.
3
Goals
 Goals are vague or
incomplete.
 Goals are at least
partially described.  Goals are clearly
stated and measure what
students must know and be
able to do to accomplish the
game. 5
Feedback
 There are few or no
opportunities for students to
receive feedback on their
performance.
 There are some
opportunities for students to
receive feedback on their
performance.
 There are frequent
opportunities for students to
receive timely feedback on
their performance. 5
Interaction
 Student-to-computer and
student-to-student interactions are
limited or non-existent.
 Student-to-computer and
student-to-student interactions are
at least partially identified.
 Student-to-
computer and student-to-
student interactions can be
clearly identified. There is a
definitive increase in social
interaction. 3
Subject  The subject or topic of the
game is vague or incomplete.
 The subject or topic of the
game is at least partially
described.
 The subject or topic
of the game is clearly
stated. 5
TOTAL SCORE 40
Lorie Montague
Evaluation of Total Score:
Rating Total Point Range
Number of Criteria Rated
at this Level Your Rating
Exemplary 40-50 points  << Exemplary >>
Effective 30-39 points  << Effective >>
Baseline Less than 30 points  << Baseline >>
Levels of Achievement
CRITERIA Baseline Effective Exemplary Score
ORGANIZATION AND DESIGN Darlene
Layout of Design
 There are few or no graphic
elements, no variation in layout
and/or the colors interfere with the
readability.
 There are some graphic
elements and limited variation in
layout. Design elements
sometimes assist students in
understanding concepts and
ideas.
 There are multiple
graphic elements and
variation in layout. Design
elements assist students in
understanding concepts
and ideas.
3
Navigation/Directions
 Navigating the game is
confusing and information can not
be found easily.
 Some navigation is unclear,
resulting in a few places where
students can become lost.
 The game is well-
organized and easy to
navigate. Students can
clearly understand where
they are and where to go
next.
0
INSTRUCTIONAL DESIGN AND DELIVERY
Objectives  Learning objectives are
unclear or non-existent.
 Some learning objectives
are identified.
 Learning objectives
are clearly identified.
5
Different Learning Style
 The game provides few
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides some
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides
multiple auditory,
kinesthetic, textual and/or
visual activities to enhance
student learning. 3
Higher Level of Learning Skills
 The game provides
limited or no activities to help
students increase their cognitive
skills, such as analysis, synthesis
and evaluation.
 The game provides some
activities to help students increase
their cognitive skills, such as
analysis, synthesis and
evaluation.
 The game provides
multiple activities to help
students increase their
cognitive skills, such as
analysis, synthesis and
evaluation. 3
GAME-BASEDLEARNING
Rules
 Rules are not clearly
stated.
 Some rules are given, but
there is missing information.
Students might be confused.
 Every rule is clearly
stated.
5
Goals
 Goals are vague or
incomplete.
 Goals are at least
partially described.  Goals are clearly
stated and measure what
students must know and be
able to do to accomplish the
game. 5
Feedback
 There are few or no
opportunities for students to
receive feedback on their
performance.
 There are some
opportunities for students to
receive feedback on their
performance.
 There are frequent
opportunities for students to
receive timely feedback on
their performance. 5
Interaction
 Student-to-computer and
student-to-student interactions are
limited or non-existent.
 Student-to-computer and
student-to-student interactions are
at least partially identified.
 Student-to-
computer and student-to-
student interactions can be
clearly identified. There is a
definitive increase in social
interaction. 3
Subject
 The subject or topic of the
game is vague or incomplete.
 The subject or topic of the
game is at least partially
 The subject or topic
of the game is clearly
5
described. stated.
TOTAL SCORE 37
Darlene David
Evaluation of Total Score:
Rating Total Point Range
Number of Criteria Rated
at this Level Your Rating
Exemplary 40-50 points  << Exemplary >>
Effective 30-39 points  << Effective >>
Baseline Less than 30 points  << Baseline >>
Levels of Achievement
CRITERIA Baseline Effective Exemplary Score
ORGANIZATION AND DESIGN Laura
Layout of Design
 There are few or no graphic
elements, no variation in layout
and/or the colors interfere with the
readability.
 There are some graphic
elements and limited variation in
layout. Design elements
sometimes assist students in
understanding concepts and
ideas.
 There are multiple
graphic elements and
variation in layout. Design
elements assist students in
understanding concepts
and ideas.
3
Navigation/Directions
 Navigating the game is
confusing and information can not
be found easily.
 Some navigation is unclear,
resulting in a few places where
students can become lost.
 The game is well-
organized and easy to
navigate. Students can
clearly understand where
they are and where to go
next.
0
INSTRUCTIONAL DESIGN AND DELIVERY
Objectives
 Learning objectives are
unclear or non-existent.
 Some learning objectives
are identified.
 Learning objectives
are clearly identified.
3
Different Learning Style
 The game provides few
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides some
auditory, kinesthetic, textual
and/or visual activities to enhance
student learning.
 The game provides
multiple auditory,
kinesthetic, textual and/or
visual activities to enhance
student learning. 5
Higher Level of Learning Skills
 The game provides
limited or no activities to help
students increase their cognitive
skills, such as analysis, synthesis
and evaluation.
 The game provides some
activities to help students increase
their cognitive skills, such as
analysis, synthesis and
evaluation.
 The game provides
multiple activities to help
students increase their
cognitive skills, such as
analysis, synthesis and
evaluation. 5
GAME-BASEDLEARNING
Rules
 Rules are not clearly
stated.
 Some rules are given, but
there is missing information.
Students might be confused.
 Every rule is clearly
stated.
3
Goals
 Goals are vague or
incomplete.
 Goals are at least
partially described.  Goals are clearly
stated and measure what
students must know and be
able to do to accomplish the
game. 3
Feedback
 There are few or no
opportunities for students to
receive feedback on their
performance.
 There are some
opportunities for students to
receive feedback on their
performance.
 There are frequent
opportunities for students to
receive timely feedback on
their performance. 5
Interaction
 Student-to-computer and
student-to-student interactions are
limited or non-existent.
 Student-to-computer and
student-to-student interactions are
at least partially identified.
 Student-to-
computer and student-to-
student interactions can be
clearly identified. There is a
definitive increase in social
interaction. 3
Subject  The subject or topic of the
game is vague or incomplete.
 The subject or topic of the
game is at least partially
described.
 The subject or topic
of the game is clearly
stated. 5
TOTAL SCORE 35
Laura Cruz
Evaluation of Total Score:
Rating Total Point Range
Number of Criteria Rated
at this Level Your Rating
Exemplary 40-50 points  << Exemplary >>
Effective 30-39 points  << Effective >>
Baseline Less than 30 points  << Baseline >>
http://www.csus.edu/indiv/k/kaym/rubric/edgamesrubric.html
Subject  The subject or topic of the
game is vague or incomplete.
 The subject or topic of the
game is at least partially
described.
 The subject or topic
of the game is clearly
stated. 5
TOTAL SCORE 35
Laura Cruz
Evaluation of Total Score:
Rating Total Point Range
Number of Criteria Rated
at this Level Your Rating
Exemplary 40-50 points  << Exemplary >>
Effective 30-39 points  << Effective >>
Baseline Less than 30 points  << Baseline >>
http://www.csus.edu/indiv/k/kaym/rubric/edgamesrubric.html

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Levels of Achievement in Game Design

  • 1. Levels of Achievement CRITERIA Baseline Effective Exemplary Score ORGANIZATION AND DESIGN Jennelyn Layout of Design  There are few or no graphic elements, no variation in layout and/or the colors interfere with the readability.  There are some graphic elements and limited variation in layout. Design elements sometimes assist students in understanding concepts and ideas.  There are multiple graphic elements and variation in layout. Design elements assist students in understanding concepts and ideas. 3 Navigation/Directions  Navigating the game is confusing and information can not be found easily.  Some navigation is unclear, resulting in a few places where students can become lost.  The game is well- organized and easy to navigate. Students can clearly understand where they are and where to go next. 3 INSTRUCTIONAL DESIGN AND DELIVERY Objectives  Learning objectives are unclear or non-existent.  Some learning objectives are identified.  Learning objectives are clearly identified. 5 TIMEZ ATTACK Math 4th to 5th graders POINTS BASELINE ---- 0 EFFECTUVE ---- 3 EXEMPLARY---- 5 GROUP 4 Jennelyn Castro Lorie Montague Darlene David Laura Cruz
  • 2. Different Learning Style  The game provides few auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides some auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides multiple auditory, kinesthetic, textual and/or visual activities to enhance student learning. 3 Higher Level of Learning Skills  The game provides limited or no activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides some activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides multiple activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation. 5 GAME-BASEDLEARNING Rules  Rules are not clearly stated.  Some rules are given, but there is missing information. Students might be confused.  Every rule is clearly stated. 3 Goals  Goals are vague or incomplete.  Goals are at least partially described.  Goals are clearly stated and measure what students must know and be able to do to accomplish the game. 5 Feedback  There are few or no opportunities for students to receive feedback on their performance.  There are some opportunities for students to receive feedback on their performance.  There are frequent opportunities for students to receive timely feedback on their performance. 5 Interaction  Student-to-computer and student-to-student interactions are limited or non-existent.  Student-to-computer and student-to-student interactions are at least partially identified.  Student-to- computer and student-to- student interactions can be clearly identified. There is a definitive increase in social interaction. 3 Subject  The subject or topic of the game is vague or incomplete.  The subject or topic of the game is at least partially described.  The subject or topic of the game is clearly stated. 5 TOTAL SCORE 40
  • 3. Jennelyn Castro Evaluation of Total Score: Rating Total Point Range Number of Criteria Rated at this Level Your Rating Exemplary 40-50 points  << Exemplary >> Effective 30-39 points  << Effective >> Baseline Less than 30 points  << Baseline >> Levels of Achievement CRITERIA Baseline Effective Exemplary Score ORGANIZATION AND DESIGN Lorie Layout of Design  There are few or no graphic elements, no variation in layout and/or the colors interfere with the readability.  There are some graphic elements and limited variation in layout. Design elements sometimes assist students in understanding concepts and ideas.  There are multiple graphic elements and variation in layout. Design elements assist students in understanding concepts and ideas. 3 Navigation/Directions  Navigating the game is confusing and information can not be found easily.  Some navigation is unclear, resulting in a few places where students can become lost.  The game is well- organized and easy to navigate. Students can clearly understand where they are and where to go next. 3 INSTRUCTIONAL DESIGN AND DELIVERY Objectives  Learning objectives are unclear or non-existent.  Some learning objectives are identified.  Learning objectives are clearly identified. 5
  • 4. Different Learning Style  The game provides few auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides some auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides multiple auditory, kinesthetic, textual and/or visual activities to enhance student learning. 3 Higher Level of Learning Skills  The game provides limited or no activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides some activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides multiple activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation. 5 GAME-BASEDLEARNING Rules  Rules are not clearly stated.  Some rules are given, but there is missing information. Students might be confused.  Every rule is clearly stated. 3 Goals  Goals are vague or incomplete.  Goals are at least partially described.  Goals are clearly stated and measure what students must know and be able to do to accomplish the game. 5 Feedback  There are few or no opportunities for students to receive feedback on their performance.  There are some opportunities for students to receive feedback on their performance.  There are frequent opportunities for students to receive timely feedback on their performance. 5 Interaction  Student-to-computer and student-to-student interactions are limited or non-existent.  Student-to-computer and student-to-student interactions are at least partially identified.  Student-to- computer and student-to- student interactions can be clearly identified. There is a definitive increase in social interaction. 3 Subject  The subject or topic of the game is vague or incomplete.  The subject or topic of the game is at least partially described.  The subject or topic of the game is clearly stated. 5 TOTAL SCORE 40
  • 5. Lorie Montague Evaluation of Total Score: Rating Total Point Range Number of Criteria Rated at this Level Your Rating Exemplary 40-50 points  << Exemplary >> Effective 30-39 points  << Effective >> Baseline Less than 30 points  << Baseline >> Levels of Achievement CRITERIA Baseline Effective Exemplary Score ORGANIZATION AND DESIGN Darlene Layout of Design  There are few or no graphic elements, no variation in layout and/or the colors interfere with the readability.  There are some graphic elements and limited variation in layout. Design elements sometimes assist students in understanding concepts and ideas.  There are multiple graphic elements and variation in layout. Design elements assist students in understanding concepts and ideas. 3 Navigation/Directions  Navigating the game is confusing and information can not be found easily.  Some navigation is unclear, resulting in a few places where students can become lost.  The game is well- organized and easy to navigate. Students can clearly understand where they are and where to go next. 0 INSTRUCTIONAL DESIGN AND DELIVERY Objectives  Learning objectives are unclear or non-existent.  Some learning objectives are identified.  Learning objectives are clearly identified. 5
  • 6. Different Learning Style  The game provides few auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides some auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides multiple auditory, kinesthetic, textual and/or visual activities to enhance student learning. 3 Higher Level of Learning Skills  The game provides limited or no activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides some activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides multiple activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation. 3 GAME-BASEDLEARNING Rules  Rules are not clearly stated.  Some rules are given, but there is missing information. Students might be confused.  Every rule is clearly stated. 5 Goals  Goals are vague or incomplete.  Goals are at least partially described.  Goals are clearly stated and measure what students must know and be able to do to accomplish the game. 5 Feedback  There are few or no opportunities for students to receive feedback on their performance.  There are some opportunities for students to receive feedback on their performance.  There are frequent opportunities for students to receive timely feedback on their performance. 5 Interaction  Student-to-computer and student-to-student interactions are limited or non-existent.  Student-to-computer and student-to-student interactions are at least partially identified.  Student-to- computer and student-to- student interactions can be clearly identified. There is a definitive increase in social interaction. 3 Subject  The subject or topic of the game is vague or incomplete.  The subject or topic of the game is at least partially  The subject or topic of the game is clearly 5
  • 7. described. stated. TOTAL SCORE 37 Darlene David Evaluation of Total Score: Rating Total Point Range Number of Criteria Rated at this Level Your Rating Exemplary 40-50 points  << Exemplary >> Effective 30-39 points  << Effective >> Baseline Less than 30 points  << Baseline >> Levels of Achievement CRITERIA Baseline Effective Exemplary Score ORGANIZATION AND DESIGN Laura Layout of Design  There are few or no graphic elements, no variation in layout and/or the colors interfere with the readability.  There are some graphic elements and limited variation in layout. Design elements sometimes assist students in understanding concepts and ideas.  There are multiple graphic elements and variation in layout. Design elements assist students in understanding concepts and ideas. 3 Navigation/Directions  Navigating the game is confusing and information can not be found easily.  Some navigation is unclear, resulting in a few places where students can become lost.  The game is well- organized and easy to navigate. Students can clearly understand where they are and where to go next. 0
  • 8. INSTRUCTIONAL DESIGN AND DELIVERY Objectives  Learning objectives are unclear or non-existent.  Some learning objectives are identified.  Learning objectives are clearly identified. 3 Different Learning Style  The game provides few auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides some auditory, kinesthetic, textual and/or visual activities to enhance student learning.  The game provides multiple auditory, kinesthetic, textual and/or visual activities to enhance student learning. 5 Higher Level of Learning Skills  The game provides limited or no activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides some activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation.  The game provides multiple activities to help students increase their cognitive skills, such as analysis, synthesis and evaluation. 5 GAME-BASEDLEARNING Rules  Rules are not clearly stated.  Some rules are given, but there is missing information. Students might be confused.  Every rule is clearly stated. 3 Goals  Goals are vague or incomplete.  Goals are at least partially described.  Goals are clearly stated and measure what students must know and be able to do to accomplish the game. 3 Feedback  There are few or no opportunities for students to receive feedback on their performance.  There are some opportunities for students to receive feedback on their performance.  There are frequent opportunities for students to receive timely feedback on their performance. 5 Interaction  Student-to-computer and student-to-student interactions are limited or non-existent.  Student-to-computer and student-to-student interactions are at least partially identified.  Student-to- computer and student-to- student interactions can be clearly identified. There is a definitive increase in social interaction. 3
  • 9. Subject  The subject or topic of the game is vague or incomplete.  The subject or topic of the game is at least partially described.  The subject or topic of the game is clearly stated. 5 TOTAL SCORE 35 Laura Cruz Evaluation of Total Score: Rating Total Point Range Number of Criteria Rated at this Level Your Rating Exemplary 40-50 points  << Exemplary >> Effective 30-39 points  << Effective >> Baseline Less than 30 points  << Baseline >> http://www.csus.edu/indiv/k/kaym/rubric/edgamesrubric.html
  • 10. Subject  The subject or topic of the game is vague or incomplete.  The subject or topic of the game is at least partially described.  The subject or topic of the game is clearly stated. 5 TOTAL SCORE 35 Laura Cruz Evaluation of Total Score: Rating Total Point Range Number of Criteria Rated at this Level Your Rating Exemplary 40-50 points  << Exemplary >> Effective 30-39 points  << Effective >> Baseline Less than 30 points  << Baseline >> http://www.csus.edu/indiv/k/kaym/rubric/edgamesrubric.html