By Siew Fun Tang, Loshinikarasi Logonnathan
These convention complaints specialize in “Assessment for studying: inside and past the school room” in acceptance of the ability of review for studying as a fashion of boosting pupil functionality. They discover the breadth, intensity and caliber of the simplest types and practices, thoughts, classes learnt and speak about situations of profitable implementation of overview in the school room and past, together with the digital house. in addition they supply fertile flooring for exciting and evaluating responsive review ways and practices in quite new components of evaluate resembling graduate potential evaluate in view of the necessity for academic associations to facts graduate employability.
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Extra resources for Assessment for Learning Within and Beyond the Classroom: Taylor’s 8th Teaching and Learning Conference 2015 Proceedings
Through these ﬁndings, it was surmised that the deﬁnition of “competitions” on the SHINE Portal needed to be tightened to better distinguish submissions related to competitions from other activity types such as celebrations and thus, ensure the competition point templates were ﬁt-for-purpose. This signalled an area for reﬁnement which will be addressed under Implications of the study. e. competitions either happen at single or multiple stages. e. medals, certiﬁcates and trophies. SHINE Point Templates: The Taylor’s Journey … 25 Next, the study aimed to evaluate whether the competition point templates had been appropriately structured and mapped to the 6 principles without any overlaps amongst the SHINE point principles.
The third orientation was the most ubiquitous—sports competitions which related to one's physical skills/prowess in relation to particular sports such as ping-pong or table tennis, netball, marathon and extreme sports (obstacle-racing). The names of the events also clearly indicated this competition type—Kejohanan Ping Pong Terbuka MASISWA 2014, MAPCU Table-tennis Competition 2014, Nestle Fitnesse Netball Carnival, Standard Chartered KL Marathon and Viper Challenge 2014. In contrast to the events above, the study found that there were two (2) events which did not seem ﬁt into the competition mould.
E. platforms to demonstrate skills related to the participants’ discipline-speciﬁc knowledge, interest or sport. The study showed that Hack’em All was appropriately categorised as a skill-based competition, with descriptions such as “non-stop coding and app development” and “simple app prototype”. Next, the TGC Video Competition exempliﬁed a competition which related to one's interests—in this case, videomaking. The third orientation was the most ubiquitous—sports competitions which related to one's physical skills/prowess in relation to particular sports such as ping-pong or table tennis, netball, marathon and extreme sports (obstacle-racing).