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Collaboration Rubric
Collaboration Rubric
Collaboration Rubric
For collaboration to take place, learners must work with others in the learning
activity. To meet this level of collaboration, learners must work in pairs or groups to:
• Discuss an issue,
• Solve a problem, or
• Create a product.
When learners work together, they may be working face-to-face or using technology
to share ideas or resources. Their collaboration might also include people from
outside the class, including:
The following scenarios don't meet the requirement of learners working together:
• A product,
• Design, or
• Response.
Shared responsibility is more than simply helping each other. Learners must
collectively own the work and be mutually responsible for its outcome. If the group
work involves learners or adults from outside the class, this qualifies as shared
responsibility only if the outside participants are mutually responsible for the
outcome of the work.
The following scenarios don't meet the requirement for shared responsibility:
• Learners giving each other feedback. This activity structure implies that
one learner “owns” the work and the other is only helping.
• A learner interviews a peer in another country about the local weather.
This is a task that learners conduct together, but they do not have
mutual responsibility for its outcome.
• Content,
• Process, or
• Product of the learners' work.
Learners make substantive decisions regarding content when they use their
knowledge on a topic to make a decision that affects the academic content of their
work together. For example, a group taking a stance on a topic they will write
about is making a substantive decision together. Similarly, a
group deciding on a hypothesis that they will test in an experiment meets the
substantive decision requirement.
With regard to process, to make substantive decisions together, learners must plan:
Finally, to make substantive decisions about their product, learners must make
fundamental design decisions that affect the nature and usability of the product.
The following scenarios don't meet the requirement for substantive decisions:
• Learners in teams are preparing for a debate and must decide what side
of the issue they will argue. This is a content decision that will shape their
work together and learners must negotiate their ideas.
• Pairs of learners are developing a presentation about climate change and
must decide what causes to write about. Learners must decide together
what the most important causes are; this decision will shape their
presentation.
• Teams are conducting a research project and must decide on their own
work plan and roles on the team. Learners must plan the process of their
work.
• Pairs of learners decide how to shape their presentation to a particular
audience. This is a fundamental design decision that will affect the nature
of their overall product.
The work must be structured in a way that requires learners to plan together
and consider the individuality of each member’s work so that their product or
outcome is complete and cohesive.
Communication rubric
Is the communication extended or multimodal?
With the first question, the communication may be either extended or multimodal.
• A sequence of video
• A podcast
• A slide of a presentation that connects or illustrates several ideas
Communication requires supporting evidence when learners must explain their ideas
or support their thesis with facts or examples. The evidence must be sufficient to
support the claim that the learner is making. In this instance, a thesis is a claim,
hypothesis, or conclusion. Learners must have a thesis when they:
• State a point of view
• Make a prediction
• Draw a conclusion from a set of facts or a chain of logic
• Learners writing an essay about global warming. They may complete this
activity with a set of facts. They don't have to state and support a claim,
hypothesis, or conclusion.
• Learners deriving a mathematical equation and computing the equation
without explaining their logic.
• Learners writing a blog post listing the main themes in Alice in
Wonderland.
• Learners writing a journal entry from the perspective of a slave. They
must describe their day with historical accuracy, but they don’t state or
support a perspective about their imagined life.
• Learners using Flip to video themselves solving a
mathematical problem and stating the steps they took.
They don’t narrate their reasoning process.
To qualify for this level of skilled communication, the learning activity may specify a
particular audience, or learners may select their own audience. It's ideal, but not
essential or always possible, for the audience to see the communication.
When designing learning activities, the requirement is that learners must develop
their communication with that audience in mind. For example, learners may develop
some type of activity to teach younger children how to divide fractions. They'll decide
what medium to use to reach those learners, such as a podcast or a game.
Additionally, they must also consider what type of language and content the children
would understand and relate to. This satisfies the requirement even if the
younger learners never use the podcast or the game. Many educators find it useful to
specify an audience of a different age or background than the learners themselves.
This highlights the need to think about:
Not all learning activities that are commonly described as research involve
knowledge construction. Learners who look up information and then write a paper
that describes what they found are merely reproducing knowledge—not constructing
knowledge. They are not interpreting, analyzing, synthesizing, or evaluating anything.
If, however, they write a paper comparing and contrasting information from multiple
sources, they are constructing knowledge.
The main requirement is the part of the activity that learners spend the most time
and effort on and the part that educators focus on when grading. If the learning
activity does not specify how much time learners spend on each part, use
professional judgment to estimate how long learners are likely to spend on different
tasks.
It's not enough for the two contexts to differ only in surface features. Learners can't
respond to the new situation simply by applying the same formula. They must use
interpretation, analysis, synthesis, or evaluation to decide how to use what they
learned in the new context.
The following scenarios don't require learners to apply their knowledge in a new
context:
The following scenarios require learners to apply their knowledge in a new context:
Additionally, even though learners often use ICT (Information & Communication
Technologies) as a tool for learning in other subjects, ICT is not considered a
separate academic subject within this rubric. For example, learners might build ICT
skills when they do online research for a history project, but this activity
isn't considered interdisciplinary.
Length of time is a basic prerequisite for self-regulation. For the purposes of the
rubric, a learning activity is long-term if learners work on it for a substantive period.
An activity spanning five or more days is long-term. If learners complete the activity
within a single class period, they don't have time to plan the process of their work
nor to improve their work over multiple drafts.
The following scenario isn't long-term:
Success criteria are the factors used to determine whether learners meet the learning
goals. They provide evidence of learners' progress and success in the activity. An
understanding of these factors early in the learning activity is another important
prerequisite for self-regulation. The educator may provide the learning goals and the
associated success criteria. Or, to foster more learner ownership, the class
may discuss the learning goals and success criteria together. When learners know the
learning goals and associated success criteria in advance, they may examine the
progress and quality of their own work as they do it.
When learners plan their own work, they make decisions about the schedule and the
steps they will follow to accomplish the task. Planning their own work may involve:
If a task is long-term but educators don’t give learners detailed instructions and
timelines, learners don’t have the opportunity to plan their own work. Additionally,
learners making decisions about small aspects of tasks doesn't qualify as planning
their own work.
• Over two weeks, learners work in groups to research and debate climate
change with their peers. The educator assigns specific roles to
each learner. Learners follow the steps and timeline provided by the
educator.
In the following scenario, learners do plan their own work:
• Over two weeks, learners work in groups to research and debate climate
change with their peers. They decide who will research which aspects of
the topic and who will speak at different points in the debate. Learners
also make their own deadlines for completing their research, writing their
speeches, and practicing them.
Feedback may come from the educator or from peers. Learners might also have the
opportunity to revise their work based on their own deliberate process of self-
reflection.
In the following scenarios, learners do not revise their work based on feedback:
• Give learners all the information they need to complete the task, or
• Specify the whole procedure they must follow to arrive at a solution
When learners work on problem-solving tasks, they engage in some or all of the
following activities:
To meet this rubric, problem solving must be the learning activity's main
requirement. The main requirement is the part of the learning activity the learner
spends the most time and effort on and is the part that educators focus on when
grading.
In the following scenarios, the main requirement isn't problem solving:
• Learners reading a story and then taking a quiz about what they read
• Learners learning about pedestrian safety by studying a map showing
bus stops and pedestrian crossings
• Learners using Microsoft Excel to calculate the mean, median, and mode
of several sample data sets
Real-world problems are authentic situations and needs that exist outside an
academic context. These real-world problems have several common characteristics.
Innovation requires putting learners' ideas or solutions into practice in the real world.
For example, it’s innovation if learners design and build a community garden on the
grounds of their own school. However, simply designing the garden isn’t innovation.
If learners don't have the authority to implement their own ideas, it counts
as innovation only if they convey their ideas to people who may implement the
idea. It’s innovation if learners present their ideas for building a community garden
to local officials who may implement the design. But it’s not innovation if learners
only share their plans with their class.
Innovation also benefits people other than the learners. In other words, it has value
beyond meeting the requirements of a learning exercise. For example, townspeople
who turn the new garden in the public park and teenagers who attend the rewritten
Shakespeare play benefit from learners' efforts. It also counts as innovation if learners
create a project for a science fair or submit an original poem to a regional poetry
contest. Neither are educator-controlled. Both have real audiences who are
interested in and may benefit from the learners' work.
Learners have the opportunity to use ICT if they must use it or have the choice to use
it to complete an activity. ICT use occurs when learners use ICT directly to complete
all or part of the learning activity. Learners must have control over the ICT use
themselves.
In the following scenarios, learners don't have the opportunity to use ICT:
• Interpretation
• Analysis
• Synthesis
• Evaluation
Learners use of ICT may support knowledge construction either directly or indirectly.
For example:
In the following scenarios, the ICT use doesn’t support knowledge construction:
Learners may complete many activities that require knowledge construction without
ICT. For example, learners may find information about the beaks of a variety of bird
species with different diets and categorize different types of beaks. If learners use the
internet for this activity, they’re constructing knowledge; but they don’t have to
use ICT. They would be able to achieve the same learning goals without ICT by using
printed books in a library.
In the following scenarios, learners don't need to use ICT to construct knowledge:
Learners are designers of ICT products when they create ICT products others may
use. For example, if learners record a podcast and post it on the internet,
they’re designing an ICT product. The product lasts beyond the learning activity
and an outside audience may use it.
When learners act as designers, ICT is supporting their real-world problem solving
and innovation. Learners must have an authentic audience in mind, such as a
community that needs the information or younger children who are studying a
concept. In their design, learners must attend to the needs and preferences of that
audience. Ideally—but not necessarily— the intended audience uses the product.
Learners who create a product with no particular audience in mind don’t qualify as
designers.