AI scoring vs human scoring for language tests: What's the difference?

A girl sat at a desk with a laptop and notepad studying and taking notes
Reading time: 6 minutes

When entering the world of language proficiency tests, test takers are often faced with a dilemma: Should they opt for tests scored by humans or those assessed by artificial intelligence (AI)? The choice might seem trivial at first, but understanding the differences between AI scoring and human language test scoring can significantly impact preparation strategy and, ultimately, determine test outcomes.

The human touch in language proficiency testing and scoring

Historically, language tests have been scored by human assessors. This method leverages the nuanced understanding that humans have of language, including idiomatic expressions, cultural references, and the subtleties of tone and even writing style, akin to the capabilities of the human brain. Human scorers can appreciate the creative and original use of language, potentially rewarding test takers for flair and originality in their answers. Scorers are particularly effective at evaluating progress or achievement tests, which are designed to assess a student's language knowledge and progress after completing a particular chapter, unit, or at the end of a course, reflecting how well the language tester is performing in their language learning studies.

One significant difference between human and AI scoring is how they handle context. Human scorers can understand the significance and implications of a particular word or phrase in a given context, while AI algorithms rely on predetermined rules and datasets.

The adaptability and learning capabilities of human brains contribute significantly to the effectiveness of scoring in language tests, mirroring how these brains adjust and learn from new information.

Advantages:

  • Nuanced understanding: Human scorers are adept at interpreting the complexities and nuances of language that AI might miss.
  • Contextual flexibility: Humans can consider context beyond the written or spoken word, understanding cultural and situational implications.

Disadvantages:

  • Subjectivity and inconsistency: Despite rigorous training, human-based scoring can introduce a level of subjectivity and variability, potentially affecting the fairness and reliability of scores.
  • Time and resource intensive: Human-based scoring is labor-intensive and time-consuming, often resulting in longer waiting times for results.
  • Human bias: Assessors, despite being highly trained and experienced, bring their own perspectives, preferences and preconceptions into the grading process. This can lead to variability in scoring, where two equally competent test takers might receive different scores based on the scorer's subjective judgment.

The rise of AI in language test scoring

With advancements in technology, AI-based scoring systems have started to play a significant role in language assessment. These systems utilize algorithms and natural language processing (NLP) techniques to evaluate test responses. AI scoring promises objectivity and efficiency, offering a standardized way to assess language and proficiency level.

Advantages:

  • Consistency: AI scoring systems provide a consistent scoring method, applying the same criteria across all test takers, thereby reducing the potential for bias.
  • Speed: AI can process and score tests much faster than human scorers can, leading to quicker results turnaround.
  • Great for more nervous testers: Not everyone likes having to take a test in front of a person, so AI removes that extra stress.

Disadvantages:

  • Lack of nuance recognition: AI may not fully understand subtle nuances, creativity, or complex structures in language the way a human scorer can.
  • Dependence on data: The effectiveness of AI scoring is heavily reliant on the data it has been trained on, which can limit its ability to interpret less common responses accurately.

Making the choice

When deciding between tests scored by humans or AI, consider the following factors:

  • Your strengths: If you have a creative flair and excel at expressing original thoughts, human-scored tests might appreciate your unique approach more. Conversely, if you excel in structured language use and clear, concise expression, AI-scored tests could work to your advantage.
  • Your goals: Consider why you're taking the test. Some organizations might prefer one scoring method over the other, so it's worth investigating their preferences.
  • Preparation time: If you're on a tight schedule, the quicker turnaround time of AI-scored tests might be beneficial.

Ultimately, both scoring methods aim to measure and assess language proficiency accurately. The key is understanding how each approach aligns with your personal strengths and goals.

The bias factor in language testing

An often-discussed concern in both AI and human language test scoring is the issue of bias. With AI scoring, biases can be ingrained in the algorithms due to the data they are trained on, but if the system is well designed, bias can be removed and provide fairer scoring.

Conversely speaking, human scorers, despite their best efforts to remain objective, bring their own subconscious biases to the evaluation process. These biases might be related to a test taker's accent, dialect, or even the content of their responses, which could subtly influence the scorer's perceptions and judgments. Efforts are continually made to mitigate these biases in both approaches to ensure a fair and equitable assessment for all test takers.

Preparing for success in foreign language proficiency tests

Regardless of the scoring method, thorough preparation remains, of course, crucial. Familiarize yourself with the test format, practice under timed conditions, and seek feedback on your performance, whether from teachers, peers, or through self-assessment tools.

The distinctions between AI scoring and human in language tests continue to blur, with many exams now incorporating a mix of both to have students leverage their respective strengths. Understanding and interpreting written language is essential in preparing for language proficiency tests, especially for reading tests. By understanding these differences, test takers can better prepare for their exams, setting themselves up for the best possible outcome.

Will AI replace human-marked tests?

The question of whether AI will replace markers in language tests is complex and multifaceted. On one hand, the efficiency, consistency and scalability of AI scoring systems present a compelling case for their increased utilization. These systems can process vast numbers of tests in a fraction of the time it takes markers, providing quick feedback that is invaluable in educational settings. On the other hand, the nuanced understanding, contextual knowledge, flexibility, and ability to appreciate the subtleties of language that human markers bring to the table are qualities that AI has yet to fully replicate.

Both AI and human-based scoring aim to accurately assess language proficiency levels, such as those defined by the Common European Framework of Reference for Languages or the Global Scale of English, where a level like C2 or 85-90 indicates that a student can understand virtually everything, master the foreign language perfectly, and potentially have superior knowledge compared to a native speaker.

The integration of AI in language testing is less about replacement and more about complementing and enhancing the existing processes. AI can handle the objective, clear-cut aspects of language testing, freeing markers to focus on the more subjective, nuanced responses that require a human touch. This hybrid approach could lead to a more robust, efficient and fair assessment system, leveraging the strengths of both humans and AI.

Future developments in AI technology and machine learning may narrow the gap between AI and human grading capabilities. However, the ethical considerations, such as ensuring fairness and addressing bias, along with the desire to maintain a human element in education, suggest that a balanced approach will persist. In conclusion, while AI will increasingly play a significant role in language testing, it is unlikely to completely replace markers. Instead, the future lies in finding the optimal synergy between technological advancements and human judgment to enhance the fairness, accuracy and efficiency of language proficiency assessments.

Tests to let your language skills shine through

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  • A teacher sat with students at a table, the students are using tablets.

    Benefits of using tablets in the primary classroom

    By Jacqueline Martin

    Reading time: 5 minutes

    Interactive whiteboards, PCs and laptops are common in many schools worldwide, but have you ever considered using tablets in your young learners' classes??

    Tablets can be used for many things. Online research, watching and creating videos, playing games, and digital storytelling are just a few examples. Of course, there's also the added environmental benefit of going paper-free.

    In this post, we're going to explore some of the reasons why using tablets can be beneficial in the young learner's classroom and what to consider before you do so.

    What are the benefits of using tablets in class?

    1. Facilitating engagement

    With good direction from the teacher, tablets can emulate natural social interaction and interactivity. They can also offer problem-solving activities, set achievable goals and provide instant feedback.

    Moreover, when young learners are truly engaged in an activity, it may be perceived as effortless - and they learn and use their second language (L2) without even realizing it.?

    2. Introducing authenticity and autonomy

    In terms of content, tablets allow us to bring the real world into the classroom at the tap of a screen. We can provide learners with authentic materials via level-and-age-appropriate videos and real-life communication. As well as interaction with other teachers and learners through teams or by using a secure app such as .?

    Tablets also promote learner autonomy. They are easy to use, allowing us to take a step back and let our students work at their own pace, being on stand-by as a facilitator when students require help or a little push in the right direction.

    3. Promoting creativity, communication and inclusion

    Nearly all tablets have a webcam and voice recorder, which means that learner-generated content can be created easily - even without dedicated software.?

    You can have your students make their own vlogs (video diaries), ebooks, comics, cartoons and movie trailers. All you need to do is to install apps such as ?or from Duck Duck Moose. While these apps have been created for 'fluent-speaker' classrooms, they can easily be adapted to an ELT context.

    Tablets also promote communication. This can help improve students' L2 oral skills at any level, when the teacher is there to support and guide them.

    One of the greatest advantages of a tablet as opposed to a computer is that anyone can use one and they are much more portable.?

    For students with special educational needs, tablets can be an essential learning tool and they can also be used by students with low-level motor skills, such as very young learners. Similarly, tablets can work really well with multi-level classes, as they allow you to offer differentiated materials, activities and support where necessary.

    4. Enabling online assessment?

    Tablets can also facilitate interactive online exams or help measure progress. Tests such as 'English Benchmark - Young Learners' are designed with primary learners in mind, to be taken anytime, anywhere.?Its game-like format engages students and takes the fear out of being assessed. It also provides instant feedback to the teacher with informative reports and advice for future study.?

    5. Building relationships with caregivers

    Finally, as with any online content, tablets allow you to connect with our learners outside the classroom. You can quickly send links to classwork and feedback to the children's caregivers, fostering a positive relationship and a greater interest in their child's progress and learning.?

    Tips for using tablets in class

    Before implementing the use of tablets in your classroom, there are some things you should consider. Here are some useful tips that will help you gain the maximum benefit from tablets.

    Usability:

    • Decide what you are going to use the tablets for and when. Are you going to allow students to use the tablets for all parts of the lesson or only for specific activities? This may depend on the number of tablets you have available.
    • Use technology to improve an activity or design new activities that would not be possible without the tech, rather than using it to carry on as normal. Think about when a tablet will help learners do something they wouldn't be able to do without one, e.g., make a video or create and share a piece of writing with the whole class.
    • Think about using tablets for creation rather than consumption. Your students can (and probably do) spend a fair amount of time consuming videos in their free time. Whether they do this in English or not is another story, but in the classroom, students should use the language as much as possible (see the next point).
    • Use the tablets for collaborative tasks that require social interaction and communication. It's unlikely that you will have one tablet per student. Make the most of this limitation by having students work in pairs or small groups. Students can use their own devices individually outside the classroom.
    • Try to incorporate tablets into regular classroom activities and interactions. Avoid making them a "reward" or just for "games". Even if games are part of your planned tablet usage, make it clear that students are playing them in order to learn English. Encourage students to think of the tablet as a tool to help them on their learning journey.

    General tips

    • Try out any apps or widgets before asking students to use them. If necessary, make or find a step-by-step tutorial to help students use an app. There's nothing worse than having a class of twenty-five students all raising their hands at the same time because they don't know where to start.
    • Have clear rules and guidelines for tablet use. Educate students about using the equipment responsibly. Do this before you hand out tablets the first time.
    • Provide students and parents with a list of recommended apps to continue their home learning. Whether you have a class set of tablets or are using BYOD (Bring Your Own Device), many students will have access to a tablet or mobile phone at home, which they can use for further practice. Students will likely be motivated to continue playing games at home and may wish to show their parents and friends any content they've created in class.

    Practicalities

    • Consider the hardware and technical requirements. Do you need a Wi-Fi connection? How many devices will you have? Which apps and programs do you want to use??
    • Ensure the features and apps you plan to use suit the age group you're teaching. Do some research, and if possible, choose apps designed for educators, avoiding freebie apps that may contain advertising. Block any websites you think unsuitable and install a search engine with child-friendly filters.
    • Set the language of the devices to English. Even if your students are very young, they'll pick up useful language and will be more inclined to use English as they are using the tablet.
    • Decide where you will keep the tablets and how they will be maintained. How often and where will they be charged??
    • Think about how you can flexibly set up your classroom to incorporate collaborative tablet use. Move tables together to make group work easier. Create workstations or even have cushions or bean bags in a corner of the classroom.

    Using tablets to assess student progress with Benchmark

    With the right software, tablets can allow us to conduct formative assessments through immediate feedback and learning analytics.?

    We have developed our own English-language test for children aged 6 to 13 in an app designed specifically for tablet use. This fun, game-like test is highly motivating and assesses all four skills in a relaxed environment, removing the stress of traditional exams. It also allows you to see where each learner needs more improvement, providing recommendations on what to teach next and suggested activities in selected ÃÛÌÒapp courseware.

    Find out?more information about the English Benchmark?test.

  • A child running with a rugby ball outside, with children behind them

    How can gaming support language learning?

    By Jacqueline Martin

    Reading time: 5 minutes

    Academics and teachers have been writing about the benefits of using games in the language classroom for many years. Wright et al (1984), Lee Su Kim (1995), Ubermann (1998), Ersoz (2000), Yong Mei and Yu-Jin (2000) and Thi Thanh Huyen and Khuat Thi Thu Nga (2003) all pretty much agreed that games provide a useful and meaningful context for language use; encourage students to interact and communicate; can both challenge and reduce anxiety (as the emphasis is on the message, not the form); provide practice in all four skills; and help students to make and sustain the significant effort involved in learning a language.

    Kim and others have also noted that games can offer a welcome break from the usual routine of the language class. Playing a game after an intensive test or with over-excited students after break time can help re-engage learners instantly in your lesson, and you'll maximize your time with them.

    Lengeling and Malarcher (1997) took the list of potential benefits of games in the classroom even further.

    Affective

    • Games lower the affective filter
    • They encourage the creative and spontaneous use of language
    • They promote communicative competence
    • Games are both motivating and fun

    Cognitive

    • Games reinforce learning
    • They both review and extend learning
    • Games focus on grammar in a communicative manner

    Class dynamics

    • Games are extremely student-centered
    • The teacher acts only as a facilitator
    • Games build class cohesion
    • They can foster whole-class participation
    • Games promote healthy competition

    Adaptability

    • Games can be easily adjusted for age, level and interests
    • They utilize all four skills
    • Games require minimum preparation after the initial development stage

    It is important to bear in mind that when the above was written over 20 years ago, it was with reference mostly to more traditional games. But more recent evidence seems to indicate that the same principles apply. Some additional benefits cited by teachers I've spoken to are that:

    • Games could make language lessons less threatening for less confident pupils as their concern about getting sentence form wrong was reduced, and so their production greater.
    • Students learn more than just the language of the lesson when playing a game; they may learn instructional language through discussion or rules and sometimes negotiation skills and a lesson in cultural differences too.
    • Students can form a greater variety of emotional connections with language through playing games, for example acting out a word or seeing another student do so, or remembering a clue for a word.

    So, playing games can help students learn a language ¨C but is just playing them enough? Some teachers like using games with less motivated classes who won't engage with straight practice activities and will willingly use key vocabulary and structures in a game, gaining much-needed practice without even realizing it. In today's language-learning context, though, is that a good thing?

    Motivating the unmotivated

    In recent years, much research has shown that students learn better when the intention or objective of the lesson is clear to them. In short, they understand what they're supposed to be learning and why and, when taking it to the next level, can assess their own learning and be actively involved in planning their next steps.

    Would knowing that the games they play are actually a way of doing some additional language practice make these students engage less? Opinion differs, and some discussion seems to center around the actual activity involved. Some games are thinly veiled group-work tasks, but other games that are at the right proficiency level (or slightly above) and take into account factors like cultural context, available time, learning topic and the classroom setting are generally considered to have a positive impact.

    Another major influence on improving motivation is the feedback a student receives, and this is something games can also support. Online games can provide richer simulated learning experiences and immediate feedback to students in a variety of ways.

    Above all, the main issue for the less motivated students is usually that they can't see why they need to learn English. Playing games not only simulates 'real' contexts but also helps them understand that they can accomplish a variety of tasks using English as a medium, which is motivational in itself.

    As teachers, there is a responsibility to explain how or why games will help students learn. This can equally motivate learners (or parents) who fear that playing games is just frivolous time-wasting. For example, informing even adult students that a simple hangman or hot seat game helps them improve spelling skills, gets their brains focused on recognizing the shape and structure of new words, and facilitates their learning of new vocabulary soon helps them see the value (Simpson 2011).

    Can games help learners acquire 21st-century skills?

    Maybe we can draw the conclusion that games can positively impact learning ¨C but is that even enough? Today's teachers have to ensure not just that their students learn but that they acquire the skills they need for life and jobs in the 21st century. Can games help here too? This is a newer area of research, but evidence seems to indicate that games can help students learn a variety of important skills such as critical thinking skills, creativity, teamwork and good sportsmanship.

    These ideas were taken seriously by Robert Morris University Illinois, who offered an e-sports scholarship for the first time in 2014. They studied two groups of students ¨C football players and gamers ¨C and found that levels of competitiveness, perseverance, focus and determination were very similar. Both groups showed a similar desire to excel as part of a team. Both 'sports' required the team members to be detail-orientated, have good hand-eye coordination and have a strategic mind. The only difference was in the level of cardiovascular activity. Both groups received performance analysis and tactical advice from coaches and both subsequently made improvements.

    How many universities will start to offer these types of programs remains to be seen. Still, the idea that online competitive gaming can improve performance is being brought to the workplace too. Think about what virtual teams could learn from playing role-based collaborative games. Team members have set roles and clear and shared goals and have to work closely together to formulate an action plan to achieve them. Teamwork, skill, strategic thinking and communication are essential.

    All these are important skills for today's workplace, so maybe gaming can provide an opportunity to hone these in a lower-risk environment and improve business performance.

    These examples are clearly far from the norm, but they do seem to indicate that using gaming to support learning in the classroom is not a waste of time. When you get the right mix of gaming and learning, it develops a student's autonomous learning skills and encourages them to spend more time on task ¨C both of which greatly impact learner outcomes.