GAMIFICATION OF EARLY LEARNING ASSESSMENTS 

Researchers and developers at UCSF, University of Connecticut, MIT, Learning Ally, and Curious Learning created an open-source mobile app that measures literacy skills more efficiently than conventional assessments for early education, offering an unprecedented opportunity to reach large numbers of learners. Curious Learning, together with the Global Digital Library, are building on that accomplishment to integrate assessment modules into the Global Digital Library to enable a personalised and interactive learning pathway for learners aged 3-8.

Interactions within the games produce data — what action children made in the game, how long they took, what answers were correct or incorrect — providing more information than conventional assessments. The games can be played in one session or over many. 

While the primary application is to link results to content in the GDL, this level of data collection will also generate valid and reliable assessments that are easier to implement and dramatically less expensive than conventional tests. 

As open-source software, this tool is freely available to educators, parents, and researchers to use and improve upon. Future development plans include the integration of evidence-based instructions, interventions, and resources. The assessment games are designed to be integrated into a platform for measuring the efficacy of new learning apps, features, personalization algorithms, and interfaces. 

Assessment Domains

Pre-literacy

  • Letter name/sound knowledge

  • Blending words

  • Vocabulary

Literacy

  • Sight word and pseudo-word reading

By allowing fast, continuous measurement of literacy outcomes, such a tool will unlock new opportunities for educators, parents, researchers, product developers and policymakers. Literacy Assessment using technology allows for continuous measurement of learning, improves educational research and program evaluation, and delivers on the promise of personalized instruction.