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Nermin H. Fialkowski
National University
Part I
Rubric
1 2 3 4 5
Title Presentation
includes a
title.
Rules Student lists Student lists
an incomplete the complete
set of rules for set of rules for
the game. the game.
Reiterates the Student makes Two of the coherent and coherent and
strategy, as the an attempt to three accurate accurate
justification. explain WHY components of justification. justification.
the strategy the Contains all Contains all
works. justification: components of components of
a- base case, justification: a- justification:
b- rules of base case, b- a- base case,
game, c- rules of game, b- rules of
winning/losing c- game, c-
positions, is winning/losing winning/losing
correct based positions. positions.
on the game Used the rules Justification
rules. Used of the game to supports the
the rules of the support WHY WHY the
game to the strategy strategy
support WHY works. works-
the strategy produces a
works. guaranteed
win.
Part II
Implementation
Half way through the Games Unit in my Discrete Mathematics course, students created a
presentation about four different Games. Students submitted their final product to me and was
graded based upon the criteria listed above. All students described the same four games. Title
and rules of the Game were given. Students created either a PowerPoint Presentation or a typed-
Games
• 25 Flags: The game starts with 25 Flags. On each player’s turn they can take 1, 2, 3, 4, or
• 97 Flags: The game starts with 97 flags. On each player’s turn they can take 1, 3, 4, 5, 6,
• Two Piles: There are two piles of stones. One pile has 37 stones and other pile has 37
stones. On each player’s turn they can take as many stones as they want from a single
dots placed on a m-rowed checkerboard, one in each of the first columns. (Dots may start
in any row, and do not need to start on the same row). On each player’s turn they must
move 1, 2, 3, or all 4 dots one square downward. The player who cannot make a move
loses.
Although this rubric is task-specific, which it can only be applied during the Games Unit
of my course, it can be used for various Games with different rules and strategies. As listed
above, each Game, no matter what category, can be approached in the same matter. The
qualities of an advanced Strategy and Justification holds the same, no matter for what Game
category. This allowed students to support one another and critique their reasonings, in order to
What worked well in using this rubric with my students is that they all knew what was
expected of them and the finished product. The descriptive levels of performance from the
rubric held students and their peers accountable for their work. Most importantly, the rubric
demonstrated the level of competence that is expected of each student. It not only reinforced all
the components of the project, but it described the quality work that was expected of students.
With these expectations, students were able to self-assess, and set goals towards mastery,
especially since they knew what mastery entails (Chappuis, Striggins, Chappuis, Arter, 2012).
Additionally, the rubric depicts a clear picture of what success looks like.
FIELD EXPERIENCE RUBRIC 5
Prior to using this rubric for this specific task, students were already creating Strategies and
Justifications for different Games. But students often fell short of a satisfactory Justification.
Their Justifications often excluded why the Strategy worked- what was it about the rules of the
Game that guaranteed the player to always win? I believe students had a difficult time creating
satisfactory Justification because they did not know what an advanced Justification entailed or
looked like. The descriptive levels of performance for the Justification criterion helped clarify
Justifications to improve as we work towards the rest of the Game Unit, as a result of this task.
One additional item that I would add to help support my students through this process, is
by providing them with models of strong and weak work. Providing students with models of
strong and weak work is a Strategy of Using Rubrics as Instructional Tools in the Classroom, as
well a Strategy of Assessment for Learning (Chappuis, Striggins, Chappuis, Arter, 2012). This
support works well for both categories since rubrics are used to assess student performance, in
the form of describing performance, not judging it (Brookhart, 2013), which is ultimately a form
of formative assessment.
I will continue to use this rubric with my students as we work through our entire Games
Unit, focusing on various Games with different rules and strategies. In doing so, I am able to
teach my students about focused revision and support them in their learning process. “Students
need to opportunity to practice using the scoring guide as a guide to revision. When they do this,
it is the students and not [the teacher] who are doing the thinking about and the work of revision;
this translates into deeper learning” (Chappuis, Striggins, Chappuis, Arter, 2012, p. 248). As a
continuous learning cycle in class I will focus on the criteria of Strategy, Diagram, and
FIELD EXPERIENCE RUBRIC 6
Justification. I will use the same complete rubric, as listed above, again but with the addition of
a new dimension. Instead of having students submit a finished product to me, they will also
For a class presentation and/or summative assessment I would add two additional criteria
for the rubric, Organization and Presentation. Organization would entail that students’
presentation is: neat, cohesive, easy to follow (organized), in order, and has a flow. The
presentation criteria would include that students: speak loudly and clearly, look at their audience
members, have minimal use of aids (i.e., note cards), and their preparedness.
To further support my rubric in having coherent sets of criteria and descriptive levels of
performance (Brookhart, 2013), I will add descriptive words to quantify the point system that I
Developed). The addition of these descriptive words supports the use of a rubric in describing
performance, instead of judging it (Brookhart, 2013). Using words such as Advanced and
Proficient help students set goals, while guiding them towards mastery.
In terms of creating a finished product, students were able to demonstrate their learning
of the various Standards for Mathematical Practice (SMP), by accurately and coherently
describing the Strategy and Justification of their Games. In order to arrive to a coherent and
accurate Strategy and Justification students first had to: SMP 1- Make sense of problems and
persevere in solving them; SMP 2- Reason abstractly and quantitatively; SMP 3- Construct
viable arguments and critique the reasoning of others; SMP 7- Look for and make use of
structure; SMP 8- Look for and express regularity in repeated reasoning (Standards for
Mathematical Practice).
FIELD EXPERIENCE RUBRIC 7
The rubric itself was also a great feedback tool for students. The feedback presented to
students using the rubric was timely, specific, and understandable. Then through additional
comments, the feedback was able to become actionable for the students. It is these four qualities
that make feedback purposeful, valuable, and effective (Frey & Fisher, 2011). And when done
correctly, can solidify and propel student learning. “Effective rubrics show students how they
will know to what extent their performance passes muster on each criterion of importance, and if
used formatively, can also show students what their next steps should be to enhance the quality
Through the use of the rubric, students were able to identify and classify what makes a
strong and viable Justification, as well as having a clear description of the qualities of an
advanced Justification. Knowing what success looks like is imperative for student learning.
Student often have a difficult time identifying what success looks like, especially those students
with little experience. If students know what success looks like, they are more motivated to
work and improve towards that goal. Frey and Fisher identify this notion as “capable learners.”
Students must first believe that they can learn and achieve goals. Once students know what
success looks like, they are able to work towards it. This student competence is the first step in
motivation, which puts students on the path of learning. I anticipate student success of
satisfactory Justifications to improve as we work towards the rest of the Game Unit, as a result of
this task.
Resources
Brookhart, S.M., (2013). How to Create and Use Rubrics for Formative Assessment and
Chappuis, J., Striggins, R., Chappuis, S. & Arter, J. (2012). Classroom Assessment for Student
Learning: Doing it Right- Doing it Well (2nd ed.). Boston, MA: Pearson Education, Inc.
Frey, N., & Fisher, D. (2011). The Formative Assessment Action Plan: Practice Steps to More
Successful Teaching and Learning. Alexandria, VA: Association for Supervision &
Curriculum Development.
Standards for Mathematical Practice. Common Core State Standards Initiative. Retrieved from:
http://www.corestandards.org/Math/Practice/