I would say standardized testing is a way for us to provide transparency about how we are failing our kids. The SAT and ACT stats you used are an example of that. This should motivate us to improve things, but like a lot of modern issues people just don’t care enough to make it happen. Even so, being able to cite worsening outcomes supports people arguing for more investment in education.
I took standardized tests from elementary to college, and I remember their questions being objective, unambiguous, and relevant to learning topics much better than teachers’ custom exams. I actually felt well prepared for the SAT/ACT/college thanks to the way they were used.
Teachers do need some discretion on what they teach, but without good standards you can easily have them just spreading their personal agendas. I don’t want students learning about “the war of northern aggression”, or that native Americans just chose to move to reservations actually, or that evolution is nonsense, or that abstinence is the only way to be safe regarding sex. Having expectations about what students should know at each grade gives a goal without stipulations on how it’s achieved. Standardized tests then just measure it.



Yes, very much so. I bounce off games quick if I don’t feel like I’m working towards something, even if I think it’s fun. I know many people get ticked off by games nowadays withholding content, but I have to admit I’m part of the problem. I need some sort of progression system, even if it’s a battlepass.
But I prefer something like what modern roguelikes tend to do, where you gradually work towards upgrades that make you stronger like Hades or sidegrades that get added to the pool like Risk of Rain or Slay the Spire. And typically these also unlock higher difficulties to keep the challenge on.
Another good example is Minecraft. I used to fall off of after “solving” the basic problems of building a base and getting better tools/armor, since the sandbox aspect couldn’t hold my interest. But I played a big modpack with friends that gave us all kinds of things to do, and I really liked the progression systems they added. You could build machines that required different fuels but could be used to make ore refinement progressively more efficient, or make a mecha suit with upgrade modules, or learn a spellcasting system, or build a remote-accessed inventory system with upgradable storage, or make a nuclear reactor for massive power. And many things were quality of life improvements that solved problems I wouldn’t have thought of, like adding a crafting table interface to item storage or auto-stepping over small ledges. It felt like there was always something to learn and improve on. It was perfect for someone who chases the sense of satisfaction from a goal being completed.