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Assignment types explained

Every assignment type you can create, what counts as done for each one, and which plan each type needs.

Written by Kerry Ao

When you create an assignment, the first choice is what kind of work it is. That choice decides where students go when they open it, how Intertwined decides they're done, and whether your plan includes it. This article walks through every type you can create on the Create Assignment page, so you know exactly what a green "done" means before you rely on it.

Available on: reading, quizzes, Calculators, Glossary, Financial news and Arcade games can be assigned on every plan, including Free. Simulators and the OpenStax tool need a plan that includes them (details below). Twine Town checkpoints are offered only in classes using Personal Finance Core Foundations (3e) with Twine Town turned on.

Two kinds of "done"

It helps to know that types fall into two groups:

  • Tracked for you: reading, quizzes and Twine Town checkpoints are marked done automatically from what the student actually did. Students can't mark these themselves.

  • Marked by the student: simulators, student tools and Arcade games have a Mark done button on the student's Assignments page. Intertwined records when they clicked it, but doesn't check what they did first (Arcade games can also mark themselves done after some play, explained below).

Either way, "done" is about completion, not quality. For how well students did, look at the Gradebook and the class analytics.

Reading material

A section's lessons. Choose a course, a unit and one or more sections; each section becomes its own assignment, named "Reading ·" plus the section's number and name. The student lands on the section's first lesson.

Done when: the student has completed every lesson in the section. The section quiz doesn't count toward a reading assignment. The completion time is when they finished the last of those lessons.

If you'd like the quiz as well, tick Also assign the section quiz. That creates a separate quiz assignment for each section, so you can see who did the reading and who finished the quiz as two different things.

Quiz

A section's quiz on its own, named "Quiz ·" plus the section's number and name. Pick sections the same way as for reading; sections without a quiz are skipped, and the page tells you how many.

Done when: the student finishes that quiz. How the quiz itself works (retries, first-try accuracy, copy protection) is in How quizzes and assessments work.

Simulators

Under Simulator, choose Budget simulator, Economy simulator, Startup simulator, Investing simulator or Business simulator. The student is taken to that simulator. You also set what it's Worth in points (100 to start), because a simulator assignment gets its own column in the Gradebook with a suggested score for each student based on how they played. See Simulator scores in the Gradebook.

Done when: the student clicks Mark done on their Assignments page. This is a self-report, so treat it as "says they've played" and use the Gradebook suggestion or the class's Simulators tab to see what they actually did.

Plans:

  • Budget and Economy: Intertwined Core, Plus and Pro.

  • Investing: Intertwined Plus and Pro.

  • Startup and Business: Intertwined Pro.

  • On Intertwined Solo, you can assign a simulator while its 14-day trial is running. See Trying a simulator free with a 14-day trial.

Set the simulator up for the class before you assign it, so students can start right away. The Simulators tab in your classroom explains how.

Student tools

Under Student tools, choose one page for students to visit:

  • Calculators: the Calculators page (loan, savings and budget calculators). It opens the whole page, not one specific calculator, so tell students which one to use.

  • Glossary: the financial terms reference.

  • Financial news: the curated current-events feed.

  • OpenStax: the OpenStax open textbook library page. Assigning it needs Intertwined Pro. (OpenStax textbooks you've added to a class as courses are assigned like any other course, with Reading material or Quiz.)

Done when: the student clicks Mark done. These are "go and look at this" assignments, a good fit for a warm-up or a research task.

Arcade game

Under Arcade game, choose a game from the Arcade. Preview this game opens it in a new tab so you can try it first. Arcade games are available on every plan. More on the games in The Arcade: teacher guide.

Done when any of these happens first:

  • The student opens the game from the assignment and has it on screen for about three minutes.

  • The student finishes a round, for games that run inside the Student Portal.

  • The student clicks Mark done.

Three minutes is meant to separate "played it" from "clicked and left", not to prove they finished the game.

Twine Town checkpoint

A goal in each student's own Twine Town life. This tile appears only for a class using Personal Finance Core Foundations (3e) with Twine Town turned on. Choose one:

  • Turn on autosave: done when automatic savings is on at the Bank. Opens after section 5.4.

  • Save a month of bills: done when the student's savings cover a month of their costs. Open from the start.

  • Keep your credit card paid off: done when they owe nothing on the card. It opens once the student has paid for the accident in section 9.6, so set the due date after your class finishes 9.6.

  • Move into your own place: done when the student rents a shared apartment or better. Open from the start.

  • Pick health coverage: done when a month end has billed a health plan. Opens after section 9.1.

Done when: the first time the student's town meets the goal. Students never mark it themselves. A checkpoint is due at 11:59 PM on its due date (a week out to start), is worth 10 points by default, and a student who meets it by the due date gets a full suggested score in the Gradebook. If Twine Town is later turned off for the class, unfinished checkpoints drop off students' lists until it's back on. See Twine Town: teacher guide.

Quick reference

  • Reading material: every lesson in the section completed. Every plan.

  • Quiz: the section quiz finished. Every plan.

  • Simulator: student clicks Mark done. Plan that includes that simulator.

  • Calculators, Glossary, Financial news: student clicks Mark done. Every plan.

  • OpenStax: student clicks Mark done. Intertwined Pro.

  • Arcade game: about three minutes of play, a finished round, or Mark done. Every plan.

  • Twine Town checkpoint: the student's town meets the goal. 3e classes with Twine Town on.

Common questions

A student finished the lessons before I assigned them. Do they have to redo them?

No. Reading and quiz assignments look at the student's progress in the course, whenever it happened. A student who already finished shows as done right away, and because their finish time is before the due date, they count as on time.

Can a student mark a reading or quiz done without doing it?

No. Those are tracked from the lessons and quiz themselves, and there's no Mark done button for them.

Why does a simulator assignment show done when the student barely played?

Simulator completion is the student's own Mark done click. For an honest picture, open the simulator column in the Gradebook or the class's Simulators tab.

Some older assignments in my list say "Section". What are those?

Before reading and quizzes became separate types, a section assignment covered a section's lessons and its quiz together. Those older assignments still work and count as done when every lesson and the quiz are finished. New assignments use Reading material and Quiz instead.

Can I assign one specific calculator?

Not as its own assignment. The Calculators tool opens the full Calculators page; name the calculator you want in class.

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