Computer-based language assessment: The future is here

David Booth
David Booth
A blonde woman sat at a computer with headphones on in a room with more computers and desks in background

Many people are surprised at the idea of a computer program marking an exam paper. However, computer-based testing already exists in many different formats and many different areas. Many tests or exams that form part of our daily life are taken on computers. If you’ve ever learned to drive, sat a citizenship test, done a training course at work, or completed a placement test for a language course, the odds are that you’ve already taken an automated test.

Yet despite it being so common, there is still a lack of understanding when it comes to computer-based language assessment and how a computer can evaluate productive skills like speaking and writing.

Computer-based testing: a closer look

A common issue is that people have different ideas of what these tests entail. Computers can fulfill several essential roles in the testing process, but these often go unacknowledged. For example, a variety of test questions are needed to administer an exam, along with relevant data, and computers are used to store both the questions and the data. When it comes to creating randomized exams, computer software is used to select the exam questions, based on this data.

Computers can make complex calculations far more quickly and accurately than humans. This means that processes that previously took a long time are completed in days, rather than weeks.

Artificial intelligence (AI) technology is now capable of grading exam papers, for example. This means a shorter wait for exam results. In , candidates receive their results in an average of two days rather than waiting weeks for an examiner to mark their paper by hand.

The benefits for students and teachers

People take exams to prove their skills and abilities. Depending on their goals, the right result can open the door to many new opportunities, whether that is simply moving on to the next stage of a course, or something as life-changing as allowing you to take up your place on a university course in another country.

A qualification can act as a passport to a better career or an enhanced education, and for that reason, it’s important that both students and teachers can have faith in their results.

Computer programs have no inherent bias, which means that candidates can be confident that they will all be treated the same, regardless of their background, appearance or accent. , just one of ɫèAV’s computer-based exams, offers students the chance to score additional points on the exam with innovative integrated test items.

This integration means that the results are a far more accurate depiction of the candidate’s abilities and provide a truer reflection of their linguistic prowess.

More than questions on a screen

It’s not as easy as simply transferring the questions onto a computer screen. All that does is remove the need for pen and paper; this is a missed opportunity to harness the precision and speed of a computer, as well as its learning potential.

Tests that have been fully digitized, such as PTE Academic, benefit from that automation; eliminating examiner bias, making the test fairer and calculating the results more quickly. Automated testing builds on the technological tradition of opening doors for the future – not closing them.

How technology enhances language testing

The development of automated testing technologies doesn’t merely make the examination process quicker and more accurate – it also gives us the chance to innovate. Speaking assessments are an excellent example of this.

Previously, this part of a language exam involved an interview, led by an examiner, who asked questions and elicited answers. But now that we have the technological capability, using a computer offers students the chance to be tested on a much wider range of speaking skills, without worrying about the inherent bias of the examiner.

Indeed, the use of a computer-based system facilitates integrated skills testing. Traditionally, language exams had separate papers focusing on the four skills of reading, listening, speaking and writing. But the more modern concept of language testing aims to assess these linguistic skills used together, just as they are in real-life situations.

Afterwards, the various scores are categorized to allow learners an insight into their strengths and weaknesses, which helps both students and teachers identify areas which need improvement. This useful feedback is only possible because of the accuracy and detail of automated exam grading.

The space race on paper

Back in the 1960s, during the space race, computers were still a relatively new concept. Kathleen Johnson, one of the first African-American women to work for NASA as a scientist, was a mathematician with a reputation for doing incredibly complex manual calculations. Although computers had made the orbital calculations, the astronauts on the first space flight refused to fly until Kathleen had checked those calculations three times.

This anecdote reminds us that - although computer technology is an inherent part of everyday life - now and then, we still need to check that their systems are working as they should. Human error still comes into play – after all, humans program these systems.

PTE Academic – a fully digitized exam

Every stage of PTE Academic, from registration to practice tests to results (both receiving and sharing them with institutions) happens online. It may come as a surprise to learn that the test itself is not taken online. Instead, students attend one of over 295 test centers to take the exam, which comes with the highest levels of data security.

This means that each student can sit the exam in an environment designed for that purpose. It also allows the receiving institutions, such as universities and colleges, to be assured of the validity of the PTE Academic result.

The future is here

We created computers, but they have surpassed us in many areas – exam grading being a case in point. Computers can score more accurately and consistently than humans, and they don’t get tired late in the day, or become distracted by a candidate’s accent.

The use of AI technology to grade student responses represents a giant leap forward in language testing, leading to fairer and more accurate student results. It also means more consistency in grading which benefits the institutions, such as universities, which rely on these scores to accurately reflect ability.

And here at ɫèAV, we are invested in staying at the cutting edge of assessment. Our test developers are incorporating AI solutions now, using its learning capacity to create algorithms and build programs that can assess speaking and writing skills accurately and quickly. We’re expanding the horizons of English language assessment for students, teachers and all the other professionals involved in each stage of the language learning journey.

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    Myth #2: It replaces learning in the classroom

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    Myth #3: It can’t be incorporated into classroom learning

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    Myth #4:You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

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    Is game-based learning technology a waste of time?

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.