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iRubric: Learning Outcome No. 2 rubric

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Learning Outcome No. 2 
Learner will be able to show the importance of stakeholder relationships inherent to each step in the public procurement process.
Rubric Code: DXC7XXA
Ready to use
Public Rubric
Subject: Science  
Type: Project  
Grade Levels: K-5

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  Excellent

4 pts

Good

3 pts

Fair

2 pts

Poor

1 pts

Creativity

Able to communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.

Excellent

Student used gamification technology to help develop a thought out, detailed, labeled, and complete. Objects are correctly labeled and identified.
Good

Student used gamification to help develop a complete project. Some creativity is used. Objects are correctly labeled and identified.
Fair

Student using gamification has a mostly complete part to project. Little to no creativity used. Some objects are correctly labeled. Some objects are identified.
Poor

Student role using gamification is not complete and/or no creativity used. Objects are not labeled or identified.
Cooperation

Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.

Excellent

The student cooperated with each group member, interacted with their roles appropriately, and engaged with each other in a polite and positive manner. Student engaged and created their project with little to no objection from group members.
Good

The student cooperated with each group member positively. Roles were used appropriately and the group interactions were mostly positive (2-3 negative interactions). Students engaged with their group project with few, 2-3, objections.
Fair

The student mostly cooperated in a positive manner. The student interacted with their roles some, but member did not communicate well. Teacher intervened to resolve issues.
Poor

The student did not engage in positive cooperation and interactions with each other. Roles were not assigned between members, and members had negative interactions and objections.
Accuracy

Excellent

The project was creative and accurate. Little to no error in identifying living and non-living things in the environment. Student was very knowledgeable about the topic and could produce many different ideas.
Good

The project was creative and accurate. 1-2 errors in identifying living and non-living things in the environment in the project. Student was knowledgeable about the topic and could produce a few different ideas.
Fair

The project showed some creativity when created the project. 3-4 errors in identifying living and non-living things in the environment in the project. Student showed some knowledge of the topic and could produce 1-2 different ideas.
Poor

No creativity was used in the project. More than 4 errors in identifying living and non-living things in the environment contained in the project. Student did not display knowledge of the topic.
Proactivity

Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.

Excellent

Student used the technology to further research and produce a successful project. Ideas for items were innovative and creative. Roles and responsibilities were assigned and followed through by each group member resulting in a well developed, created product. Group members were on task while creating.
Good

Student used technology to produce a successful project. Students used 1-2 teacher given examples for each topic. Most responsibilities were assigned and followed through by each group member. Product was successful and creative. Group members were mostly on task (2-3 reminders from teacher).
Fair

Students used technology to produce a project. Most items were teacher given examples (more than three total) for each topic. Group members not on task and reminded by teacher to interact and create the project.
Poor

Students did not successfully use the technology to produce a project. No items were created and group members not on task. Student caused a distraction to their group members while completing the task.
Digital Citezenship

Student recognizes the appropriate ways to use technology in a safe, legal, and age-appropriate manner.

Excellent

Student promotes positive interaction with technology as well as utilizes the technology in a safe, legal, and proactive way to produce their product with the group.
Good

Student mostly promotes positive interaction with technology as well as mostly utilizes the technology in a safe and legal manner and proactive way to produce their product with the group.
Fair

Student promotes a neutral interaction with technology as well as utilizes the technology in a somewhat safe and legal way to produce their product with the group.
Poor

Student does not use the technology in an appropriate way and does not use safe technology skills to produce the product with the group.




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