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Comment on When A Game Designer teaches a College Course: No Grading, just Levelling Upparent

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I took a course in high school that used that grading model before (minus the gaming terms ofc). It was an online, at-your-own-pace class in one of those subjects I find interesting but would absolutely hate to learn about in a traditional classroom environment. The grading scheme was indeed awesome and motivating. Completing the next exam/assignment ALWAYS meant your grade went UP, so let's do it now and see what grade I have then! IIRC I finished the course far before the end of the term, which was an additional reward as it allowed me lots of goof-off time in the computer labs.

Of course, it can be a bit awkward to explain the F on your first interim report card, but if this kind of grading became standard that wouldn't be a problem. :)

Oh, I thought I should also mention that the class started at 0% and you could only reach the top grade if you got 100% on all quizzes and assignments, so it wasn't quite the hippie "everyone's a winner" deal some people might be thinking. Your current displayed grade was simply whatever you would get if you didn't do any more work until the end of the term. Also, there were many exams instead of just one big one at the end. I did do quite well in the course, so I wasn't just motivated to rush through the material, just motivated not to laze around instead of doing work.

Calculating the grades in that way just seems to make the interim grades seem more meaningful. When you have 35%, that means you have mastered 35% of the course material. Traditionally, if you have 73% at some point in the term... what does that mean in concrete terms? It doesn't mean you've mastered 73% of the course material, not even "so far", because chances are good that you've only received dinky assignments, labs, quizzes, etc., for a large portion of the material you're supposed to have learned so far. You won't be truly tested for mastery on chapter 1 until the midterm or sometimes even the final.

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