In my publication rough draft, I explore the inner workings of a cross-curricular gamified blended learning experience. As a lifelong learner and passionate video game design teacher, I know first-hand the power of game-based learning to motivate and immerse students. Below are peer reviews of my rough draft which was required as part of my masters degree class in order to further refine it before submitting to the publisher. The main goal with this rough draft(not posted here yet because I am hoping to get it published first) is to clearly define the project/experience and it's outcomes from the perspective of a teacher so that others can perhaps take away valuable insights.
Primary Cohort Peer Assessment Criteria:
Alignment with Learning Priority (10 points):
- Justification: The extent to which the draft prioritizes learning over technology, ensuring that technology serves as a catalyst for enhanced learning experiences.
Engagement with Thought Leaders (10 points):
-Justification: Evaluation of the integration and application of ideas from influential thought leaders, including Dewey, Bruner, Vygotsky, Papert, Piaget, and Roger Schank, to support arguments and perspectives.
Clarity of Voice and Perspective (10 points):
-Justification: Assessment of the clarity and coherence of the author's voice and perspective, including the articulation of authentic experiences, insights, and visions for the educational context.
Integration of Cognitive Processes (10 points):
-Justification: Analysis of the incorporation of cognitive processes such as prediction, modeling, experimentation, evaluation, diagnosis, planning, causing, judgment, influence, teamwork, negotiation, and describing, to strengthen arguments and illustrate key points.
Publication Readiness (10 points):
- Justification: Evaluation of the draft's readiness for publication, considering adherence to submission requirements, clarity of structure, and potential for contribution to relevant journals or publications.
Scoring Rubric:
- 45-50 points: Exceptional - The draft demonstrates outstanding alignment with assessment criteria, providing valuable insights and contributions.
- 35-44 points: Satisfactory - The draft meets most assessment criteria adequately, with room for improvement in certain areas.
- 25-34 points: Developing - The draft exhibits some alignment with assessment criteria but lacks depth or clarity in key areas.
-0-24 points: Insufficient - The draft fails to meet fundamental assessment criteria, requiring significant revisions to align with expectations.
Lance Score =45
Lauren Score =46
Shaneigh Score =46
Rebekah Score =48
Peer Review Average Score =46.25 out of 50
<actual Rough Draft Document will be posted here after publication has or hasn't been accepted on another platform>
Reflection
Based on the peer review feedback I received, it is clear my draft demonstrates a strong alignment with the learning priorities and assessment criteria. The reviewers praised my ability to articulate a passionate, experience-driven perspective on leveraging technology to enhance student engagement and foster growth mindsets.
The scores I received were consistently high, in the 45-48 out of 50 point range, indicating my draft met or exceeded expectations across all categories. Reviewers complimented my incorporation of constructivist learning theories and cognitive processes relevant to the gamified curriculum. They also noted my draft's structure adheres well to academic publishing standards.
A few key suggestions emerged for me to further strengthen my draft:
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I should provide more explicit references to seminal thinkers like Dewey and Papert to demonstrate deeper engagement with their ideas. Consider citing specific works or theories that directly relate to my arguments.
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I could elaborate on strategies for disseminating this work through conferences, publications, and professional networks beyond the article itself. Discuss how my findings could be shared through workshops or communities of practice.
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I should expand the discussion of cognitive processes with examples of how prediction, experimentation, and teamwork manifest in my gamified assessments and impact learning outcomes.
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It would be beneficial for me to include a reflective critique on the challenges encountered and lessons learned during my project implementation. This adds insightful nuance to my experience.
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I could conclude with future directions for innovation in gamified blended learning, like emerging technologies or pedagogical approaches on the horizon.
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