KP Compass as a learning platform. This presentation describes the unique technology driving the system for concept mastery and testing. It uses the Automatic Remediation and Mastery system for Concept Driven Mastery which included game theory and knowledge leveling.
2. KP Compass Primary Features
• Mobile ready (HTML 5)
• Easy to use
• Concept Driven Mastery
• Automatic Remediation and Mastery System
• Student Mastery Tracking
• Reports and Test Prediction
• Easy to add content
• It just works!
3. Welcome to KP Compass
• I created this platform with the purpose of making my content
in Culinary Arts easy for teachers to use with their students.
• We focused on making the experience quick and easy, not
muddled like Moodle.
• Our platform became so powerful that other teachers wanted
to start using it.
• Currently (May 2012) it is in use by 200 Culinary teachers and
15 non culinary teachers.
5. The Content
• In this example you see culinary arts learning modules.
6. Concept Driven Mastery
• This learning module contains concept pages which students master.
They check their knowledge.
7. Concept Driven Mastery
• Concept pages contain content to teach a single
concept.
• Can contain text and/or video or presentation.
• Students are responsible for all content in the
learning module.
• Modules are organic and adapt to whatever
content is added to it.
• Each concept shows students their level of
mastery using ARMS.
• Students check their progress using ARMS.
8. Automatic Remediation
& Mastery System (ARMS)
• Progress test is generated from many micro test banks from each concept.
11. Automatic Remediation
& Mastery System
• The system selects a random set of questions
from each concept.
• A test is generated and randomized.
• Utilizes abundant assessments and Item
Response Theory.
• Student results are given instantly.
12. Automatic Remediation
& Mastery System
Round 1 Remediation Focus
• If the student answers all the questions from a given
concept page correctly it is then remediated out of
their working bin.
• If the student does not answer all the questions
correctly they are told to go back and study those
pages.
• They are never told what question they got wrong to
prevent them from studying just the answers.
• Student repeats process till all pages are remediated.
• Goal is to encourage mastery of knowledge.
14. Automatic Remediation
& Mastery System
Round 2 Mastery
• Colors indicate knowledge level.
• Grey = Non-Mastery Page
• Red = Novice
• Orange = Apprentice
• Green = Scholar
• Blue = Guru
15. Automatic Remediation
& Mastery System
Round 2 Mastery
• Flipping the testing system. Tests are now
used to report to the student knowledge
levels and not just to the teacher.
• Students study areas of need and test again to
level up concept pages.
• Goal is to help students build confidence
when they take the summative one shot test.
17. Automatic Remediation
& Mastery System
Teacher Reports
• See the class knowledge level
for each student at a glance.
• Numbers indicate test attempts.
• Some students take need more
than once to master the content.
• Begin the class day knowing where your students
stand.
• Identify students of greatest need.
18. Automatic Remediation
& Mastery System
• Individual student details. Looking at Cooking Techniques. Low
performing area.
19. Automatic Remediation
& Mastery System
• We can see what they answered wrong. Red = wrong answer given.
Yellow = correct answer. Help them in specific concepts.
20. K-Bots and Game Theory in ARMS
Gamification with Kromey the K-Bot
21. K-Bots and Game Theory in ARMS
Gamification with Kromey the K-Bot
• After a test students get these results.
• They know their knowledge level.
• They know which pages they need to go over.
• They get a picture of a robot
in a city.
• They see their growth graph.
• They see the question
coverage for this round.
22. K-Bots and Game Theory in ARMS
Gamification with Kromey the K-Bot
• Kromey (chrome-me) travels the world searching for
knowledge.
• Each learning module is assigned a random city.
• Each test taken, Kromey visits a place and gets his photo taken.
• Scenery = knowledge level. Scholar gets
better pictures with recognizable
landmarks.
• Kromey gains knowledge points too and |
levels up to get better parts.
23. K-Bots and Game Theory in ARMS
Gamification with Kromey the K-Bot
• Kromey at level 1 in Sydney. Humble beginings.
24. Teacher Content
• Add your own content using three simple yet
powerful tools.
• Any content added can be a part of the mastery
system.
• Content always rests in system. No new windows or
tabs to break the experience.
33. Teacher Content Benefits
• Organize your content into learning modules.
• Any page can be made into a mastery page
just by adding questions.
• Content usage and mastery levels tracked for
analytics.
• Never share a file again using online cloud
services.
34. List of Free Cloud Services
• Video – YouTube, TeacherTube, School
Tube, Vimeo, Hulu, FoodNetwork, etc.
• File Sharing – Dropbox, Box, Google
• Presentation –
Slideshare, Prezi, Animoto, Google
Presentation
• Other – Google Docs, Blogs, Wiki, PDF, any
website
35. Summative and Prediction
• Test tool allows you to select questions to create a static test which can be
saved and printed. Use the Bloom’s slider to randomly select questions.
38. Summative and Prediction
• Because we are gathering data as the student interact with the system, we
can do really neat thinks like this beta tool called Test Overlay. Here we
use an algorithm to play the what if game. What if I gave a test based on
my previous selection, how would my students perform?
39. Summative and Prediction
• The test prediction algorithm is in beta and being
tested by dozens of teachers for accuracy.
• This prediction capability has never been done
before in education because no one has captured
performance data like this.
• You don’t have to do anything to use it. Just
make sensible modules with concept pages with
enough questions and make sure your students
are engaged with the system.
40. Conclusion
• KP Compass is a modern LMS utilizing the latest code
and algorithms.
• It is a web app, designed to unify the experience
between PC, laptop, tablet and smartphone.
• Simplicity is the ultimate form of sophistication.
Designed to be powerful yet easy to use.
• Uses modern testing theory above all other systems.
• Creates student engagement with gamification
principles.
• Teachers do not need to be programmers to use and
operate the system.
41. Conclusion
All you need to do is add content and questions
and let KP Compass do the rest.
If you like to learn how you can use this platform
for your classroom please contact us. (next slide)