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Introduction
The implementation of technological devices in education is not a fad that is soon to pass.
Full integration of technology within classrooms is the future of education in a society engulfed
by exponential technological proliferation. Educators must embrace the influx of devices and
learn to control their usage among students if they are to become effective in twenty-first century
education. When incorporated correctly into curricula, technology does not only provide the
digital tools necessary for the success of the students within the classroom, but also the skills for
them to succeed in life once they graduate high school. Students can develop professional
portfolios online as a resource that can later be accessed once they apply for either college or
employment in the professional workforce. Skills such as word processing, digital research, and
online navigation are all essential for success once they enter their careers or higher education.
within the classroom. In schools where technology is provided, students have their own personal
laptops in replacement to that of the traditional textbooks. Students can access their assignments,
class announcements, and email through classroom applications such as Canvas or Google
Classroom. This opens opportunities for peer-collaboration as students have access to file
sharing applications such as Google Drive. Technology within the classroom is also beneficial
for teachers because they can implement more project-based learning assignments where
students can utilize different websites and software available to them. The implementation of
technology ultimately opens the door to a modern style of both learning and application of
Incorporating technology in today’s classes comes in many forms and requires different
degrees of curricular and procedural alteration. There are those that try to keep technology out of
their classrooms entirely, and those that encourage its use too freely (which can result in
an essential part of teaching modern youth. Most kids have mobile devices or laptops that are
provided by their school or parents (this includes any computer with internet access, from
smartphones to iPads), so teachers can create ways to teach their students using the creative
potential of said technology without worrying about whether or not there is enough circuitry to
go around. However, one problem still stands: how can teachers be certain that their students are
using the technology for the intended purposes of the class? One consequence of technology is
that it enables students to do whatever they like at any given time, often right under the nose of
the teacher. Sure, a teacher could patrol the classroom and make sure students are using the
devices for class-related purposes, but kids are well-versed in the art of minimizing an off-task
How can teachers ensure that their students are using technology strictly for classroom
activities? One way is to make the technology-centered activities of the classroom engaging and
of the class into video-game like “missions” that satiate students’ need for instant gratification by
rewarding points or other simple rewards (real or virtual) for class progress. It appeals to the
nearly “211.2 million people ages 2 and older [that] play video games on at least one type of
device,” (NPD Group, 2018). Teachers won’t have to worry about their students using their
devices for off-task activities if the class content is delivered in a way that doesn’t feel like
Technology in Assessment and the Classroom 4
boring old school. Even if teachers are able to “trick” students into learning, then the goal of
manner, gamification ultimately provides an easy and effective means of teaching that also
provides a wide array of data that can be used for assessment purposes.
As education has changed and developed in many ways, often related to technology some
notable elements of assessment have remained stable. While the frequency has increased, and
many creative methods developed for formative assessment, standardized multiple choice tests
are still often the tool of choice for summative assessment for many teachers, policymakers, and
test producing companies. This tool can make it easy to compare scores across students, but it is
often not the best measure of what students actually know and can do. Many schools have
adopted new technologies but are not using them to the fullest extent possible when it comes to
New forms of assessments given through technology, especially those that are video
game based, have the potential to collect more complete and detailed data in a way that is less
time consuming for the teacher. They also have the potential to be more flexible than traditional
assessment to fit the needs of various students and parallelly be experiences that students are
excited about instead of dread and anxiety producing experiences that many traditional
assessments often are for students. While these new assessments have upsides, many teachers
may feel uncomfortable giving an assessment in this form because it does not measure
knowledge and skills in a familiar way. In addition, developing and buying new game based
Discussion
positive effect on student learning, but a great deal of modification to the curriculum must be
applied in order to achieve its intended effects. Often times, teachers will attempt to integrate
technology into their curriculum, permitting its usage indefinitely, only to find that it has failed
miserably because their students aren’t engaged in the classroom tasks and turn to their devices
as a mental escape. This negative response causes a teacher to blame the technology as the
source for their students’ lack of engagement when really it was the teacher’s failure to make the
tasks applicable and engaging. A large contributor to this issue is the fact that teachers lack the
training and time necessary to design a curriculum centered around technology use (i.e. they
aren’t aware of the tools out there, or how to use the tools that will help them). This refers to an
obstacle known as “double innovation,” in which teachers must first learn to use a technology
before they can properly implement it into daily lesson plans (Johnson et al., 2016). Many
teachers don’t have enough time as it is and couldn’t possibly justify bringing something so
complex into their classes. This contributes to teachers becoming sedentary or “stuck in their
ways.” Some will refuse to bring something new into the classroom despite the fact that it could
greatly benefit their students. Although there isn’t much administration can do to teach an old
dog new tricks, the teachers that are on the fence about technology incorporation have a wide
variety of professional development opportunities which can train them in the ways of
technology incorporation.
However, the answer isn’t to not move forward with the rapid technologization of
activities and lessons can become mundane and students start to lose interest within the content.
The issue that surrounds technology implementation can be broken down to that of both
classroom management and structure. There needs to be a routine created within the classroom
when it comes to technology integration and how students use technology. This boils down
mostly to proper use of technology. Teachers can implement and enforce classroom activities
such as working on daily assignments using technology and implementing rules of when to and
not to use technology such as designated time for computers, restricting websites when taking
notes, and creating a submission schedule for assignments. The important making technology
Successful integration of technology within the classroom, when done properly, has
outcome. Students at both the primary and secondary level have been found to be engaged more
when they are able to tangibly create a product that is a direct outcome of their learning. Students
were found to be more receptive towards an activity such as creating blog posts, videos, or doc
sharing projects rather than having to write a traditional essay. Students are intellectually
attracted to the creative and collaborative aspects that technology has to offer. Moreover,
students have shown positive learning outcomes when they receive information in different
mediums. One example shows students being engaged in a lesson where the teacher shows them
Technology has also been shown to be an assistive tool within the classroom as well.
Students have been able to utilize digital tools to improve critical thinking skills and self-growth.
Technology in Assessment and the Classroom 7
Students who struggled with recalling information or critical thinking had digital tools such as
annotated notes, study guides, or flash cards they could access. Students were also able to use
these same tools during class lectures or when they had difficulties doing homework outside of
integration. Although there are obstacles to overcome when merging technology and education,
the research shows that this endeavor is a necessary one to maximize the learning. With a heavy
focus on assessment, many teachers feel like they need to focus on preparing students for a test
because policymakers have made tests so high stakes. Students feel like what they are learning in
school is not preparing them well for life. Many students are also struggling on tests for reasons
other than not knowing the content, such as different levels of prior knowledge. Using
technology for assessment collects better data which is better for teachers, students,
administrators, and policymakers. Companies who produce tests already have a formula that is
making them money and is cheaper than developing more complex technology and video game
based assessments.
Research
pertains to how often it has unintended negative effects on learning. It seems teachers and
administrators are constantly battling students on the appropriate usage of technology in school.
Schools often employ the use of website blockers or firewalls to limit student browsing freedom,
but students have plenty of ways around these blockades (VPNs, proxy sites, browser extensions,
just to name a few). Perhaps administrators shouldn’t be asking the question, “how do we stop
Technology in Assessment and the Classroom 8
students from using their computers inappropriately,” and instead ask “what can we do to enable
them to use their computers appropriately for schools.” There is no shortage of anecdotal
evidence which reveals that students misuse technology in a wide variety of ways (Fox, 2018,
pp.12-14). From copyright infringement to online gaming, students have been found to misuse
technology in a manner that makes it challenging to justify allowing technology use in school if
not for all the aforementioned benefits. A significant contributor to this issue is that kids lack
“tech literacy.” In short, they haven’t properly been trained in the ways of using technology for
mature and academically relevant purposes, so of course they use technology carelessly.
Administration cracking down on students for misusing technology is like a dog trainer yelling at
their puppy for peeing in the house. Maybe the yelling will get the message across that they’re
doing something wrong, but in truth they’re not going to know the right way to do something
unless they are shown the right way to do it. Like many of the flaws in education, the problem is
tell the students what not to do, and teachers are supposed to demonstrate what to do, only
teachers haven’t been delivering on this because they themselves don’t know how to properly
use the technology. Making policy to restrict inappropriate usage of technology lays a necessary
One of the key struggles of teaching within the 21st century classroom is engaging
students with content and getting them motivated. Students are not as receptive towards the
technology within the classroom adds variety to both the methods of teaching as well as the
diversity of tools that students are allowed to use when it comes to their work. Students feel
Technology in Assessment and the Classroom 9
creatively stifled as well, which can contribute to the disinterest of learning within the classroom.
The way classroom structure is set does not allow room for individualism or freedom of
expression for the students. It also does not provide any supplemental support for students who
may be struggling with academic work and may need scaffolding. This has shown to pose a
problem for teachers as well because not only would they battle with teaching the content, but
One of the benefits shown for integration of technology within the classroom is how it
can be utilized as a differentiation tool. When teachers base their instruction solely on the
traditional method of lecturing and notetaking, this can alienate students who aren’t as receptive
to this style. Software tools such as excel sheets, PowerPoint, or using various educational
websites have shown to be used as digital tools to help student learning of content area
knowledge. Excel sheets can teach students basic graphing and statistics skills, and PowerPoint
can provide students a visual way of learning and presenting their ideas. (Stanford et al, 2010,
pp. 5 - 6) Websites such as Quizlet also provides a tool for students to work and master new
vocabulary, along with podcast websites which enables students to work on presentation and
Technology has also proven to result in increased literacy skills. Simple word processing
documents allow students to practice typing, as the word processing software does grammar and
spell check. Teachers would use copy typing as a means to complete a project, not as the project
itself. This method both challenges students and enhances their literacy skills without being
“educationally dehydrating.” (Young, 2008, p. 17) The process of copy typing in a project-based
assignment allows students to think critically within the scope of the project they are working on
Technology in Assessment and the Classroom 10
because they apply literacy skill through either the project writing process or the presentation of
the project. Other literacy supports include the use of electronic texts with one resource called
“talking books.” This allows students to view text through either sound or animation. Talking
books also provides notes within the text as an explanation to provide further context. When
using talking books, students are more in control of how they consume the text they are reading.
Another aspect that was discovered through integration of technology was the increase in
student collaboration and the effectiveness of project-based learning. Technology has been used
as brainstorming, collaboration, and content knowledge tools. The software that students use for
brainstorming has replaced the traditional pencil and paper. Students can use note taking sites
such as Evernote or Microsoft OneNote to brainstorm ideas or to write down notes. The
difference with these notetaking sites and software is that students can easily organize and carry
with them without the risk of losing or misplacing them. Collaboration has been made easier
both in and out of the classroom with websites such as Edmodo, Slack, or Google Docs. Students
can create, edit, and communicate on projects in real-time while their progress is saved
automatically (granted they have an internet connection). The biggest benefit to these websites
aside from the convenience factor is that they are free-to-use. Lastly, students can demonstrate an
documenting their progress through portfolios such as Weebly. Furthermore, students can keep
their projects as part of their professional portfolio to show both colleges or future employers
For the role of the educator, technology integration has shown that both teaching and
learning can be more authentic. Educators benefit from learning with technology as well because
Technology in Assessment and the Classroom 11
they are learning side-by-side with students and examine what fosters positive learning
outcomes. Through the lense of technology, teachers are able to make appropriate adaptations to
their curriculum through interactions with students. Technology can be used as a collaboration
tool for teachers as well because they are able to share data and student learning growth with
their department as well as administration. Technology has played an integral part in teaching
because teachers are able to connect with other educators, experts, and community members to
expand their perspective and create opportunities for student learning. They are able to learn
from one another to design curriculum as a team and provide feedback as opposed to each
individual educator working by themselves and only have their students as a feedback pool.
There are several problems with assessment as it currently stands in classrooms. These
problems include the fact that assessments are detached events, assessments rarely influence
learning, and several different validity issues. As it currently stands, there is a step by step
simultaneously. Shute and Ventura use the metaphor of a small grocery store to a large
supermarket. Current assessment is like a small grocery store that needs to shut down a couple
times a year to take a full inventory, where inventory is compared to student learning. In a large
supermarket, inventory systems are automated by technology and provide rich data continuously,
which allows the managers of the store to monitor trends and better manage inventory.
Assessment that is continuous and supports learning real time would be more useful to both
teachers and students. Traditional assessments judge a student at a point in time instead of
Technology in Assessment and the Classroom 12
continuously throughout the learning process to provide data on how goals are being met and to
There are also problems of validity with many traditional assessments. There is face
validity which states that an assessment should measure what it is intending to measure. Many
traditional assessments are not assessing what students know or can do well because the test
environment and task is not meaningful. The example that Shute and Ventura provide is of a
typical reading comprehension test where students answer multiple choice questions about a
passage on a usually uninteresting topic. This kind of test is not a great measure of reading
comprehension because a student’s prior knowledge impacts how well they will understand the
passage and there is nothing inherent about the test that motivates the student to care about the
task they are supposed to do. A meaningful environment gives context to the tasks the students
are performing and motivation for the students to complete the task which traditional
assessments often lack. There is also the issue of consequential validity which is the effects of
current assessments and assessment policy. One example is the focus on “teaching to the test”
following NCLB and the target of accountability. This encourages instruction that is relevant to
doing well on a particular test, but not necessarily to the knowledge and skills that will be most
useful outside of school, which can bring higher dropout rates. (Shute & Ventura, 2013, p.
10-16).
With these problems, comes the need for better assessments that are built for twenty-first
century schools, classrooms, and most importantly students. Current assessments are designed
well as part of the learning process and have validity issues, but are also not built to assess
twenty-first century thinking. These assessments are built around facts, not problem solving or
Technology in Assessment and the Classroom 13
skills that students will need to succeed in a workplace. Shaffer and Gee introduced the concept
of Good Assessment for Twentyfirstcentury Education or GATE. Shaffer and Gee argue that in
order to be a GATE, assessment needs to change in three ways: what is assessed, how it is
assessed, and the purpose of assessment. A GATE should require students to use twenty-first
century skills such as communication, collaboration, innovation, and creativity to solve complex
disciplinary problems. A GATE should be part of the learning process and provide information
about how the student is developing. This information provided would be the main purpose of a
GATE and would be “useful and actionable” to improve learning. (Shaffer & Gee, 2012, p. 3-8).
Recommendations
curriculum or classroom environment. Regardless, the changes are those that promote the most
growth out of the students within each classroom. Technology implementation can enhance the
student needs. Digital tools can be utilized especially towards students who may learn at a
different pace and to provide extra support through technology. Even for teachers who prefer to
teach in more traditional lecture-and-note taking styles, some basic strategies can be
implemented to enhance learning and content retention. These include providing simple
resources such as study guides or digital notes for students to follow along during lectures.
Integrating technology does not have to mean a complete reimagining of classroom structure, for
Similar to every other activity within the classroom, the usage of technology should be
treated as a privilege to deter any off task activities. One recommendation for teachers is to have
Technology in Assessment and the Classroom 14
a dedicated station and time of use for laptops within the classroom. In order to minimize
distractions, students should be limited and allotted time for appropriate laptop use. This can
include not having laptops open during set times or restricting certain sites so students cannot
access them during instruction or work time. Routines can include students accessing their digital
notebooks daily or having a daily digital journal that they can work on as bell-work every day
once they walk into class. Having defined routines sets both student and teacher expectations on
what is and is not appropriate use for technology within the classroom.
In addition to routines, students must be taught the principles of digital citizenship and
digital literacy in order to become more responsible users of technology. In order for this to be
possible, teachers must become equally if not better-versed in the technologies that are
incorporated in learning. Without this mastery, students can find ways to “outsmart,” the teacher
when it comes to completing tasks or using technology suitably. How can a teacher gauge
whether or not their students are using technology properly if the teacher themself doesn’t know
how to use technology properly? Although students are considered to be “digital natives,” and
are typically highly experienced in technology usage, they can still lack an understanding of
what it means to be digitally literate and to use technology for academically appropriate and
professional purposes. Because students have already familiarized themselves with technology,
they may not feel there is much to learn from teachers, which is exactly why teachers must show
their students something that’s worth learning by demonstrating mastery of technology usage.
Once teachers have an adequate understanding of how to use devices, they can demonstrate to
students what it looks like to use technology in a manner that is suitable for school rather than
Technology can enhance many aspects of a class including and especially assessment.
Shute and Ventura and Shaffer and Gee both recommend the use of video games for assessment.
Shute and Ventura argue that many current problems with assessment stem from the fact that
these assessments are too simple, abstract, and decontextualized that assessment through video
games can help these problems. Video game assessments, when designed well, provide
meaningful environments and tasks and require students to demonstrate multiple competencies.
(Shute & Ventura, 2013, p. 78). Shaffer and Gee argue that video games fit the qualifications to
be a GATE for several reasons. Video games are built around problem solving and require
students to use knowledge and skills together in a complex way in order to solve problems.
Video games also inherently assess twenty-first century skills because they are technology based.
Games also collect multi-dimensional data about players over time that can better inform future
instruction. Lastly, games can easily be both part of the learning and the assessment process.
Games introduce players to new experiences throughout play but there are also consequences to
choices players make throughout the game. (Shaffer & Gee, 2012, p. 10-13).
Technology in Assessment and the Classroom 16
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Shaffer, D. W., & Gee, J. P. (2012). The Right Kind of GATE: Computer games and the future
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Shute, V. J., & Ventura, M. (2013). Stealth assessment: measuring and supporting learning in
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