cognitive
Synthesis
Innovate
cognitive
Synthesis
Integrate
cognitive
Synthesis
Invent
cognitive
Synthesis
Iterate
cognitive
Synthesis
Make
cognitive
Synthesis
Mediate
cognitive
Synthesis
Negotiate
cognitive
Synthesis
Organise
cognitive
Synthesis
Organize
cognitive
Synthesis
Paint
cognitive
Synthesis
Perfect
cognitive
Synthesis
Perform
cognitive
Synthesis
Plan
cognitive
Synthesis
Prepare
cognitive
Synthesis
Propose
cognitive
Synthesis
Prototype
cognitive
Synthesis
Reimagine
cognitive
Synthesis
Remix
cognitive
Synthesis
Simulate
cognitive
Synthesis
Synthesise
cognitive
Synthesis
Synthesize
cognitive
Synthesis
Validate
psychomotor
Adaption
Adapt
psychomotor
Adaption
Alter
psychomotor
Adaption
Change

Build

Build refers to the process of creating, developing, or constructing learning materials, activities, or assessments that facilitate student engagement, understanding, and skill development in a course.

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How to use in a learning design

As a learning designer, you can incorporate the 'Build' level of Bloom's Taxonomy by encouraging learners to create something new based on the knowledge they have acquired. To implement this in your next design, prompt learners with questions like 'Can you make a version of...' to inspire them to use their learning to construct a new idea, concept, or solution. Start by setting clear learning objectives and providing necessary resources or tools for the learners to build upon. Encourage creativity and critical thinking by challenging them to apply their understanding in a practical way. This hands-on approach can deepen their comprehension and retention of the material while fostering innovation and problem-solving skills. Allowing learners to build something fosters a sense of ownership and mastery over the topic, making the learning experience more engaging and memorable. By incorporating the 'Build' level in your design, you can empower learners to actively create and demonstrate their understanding.

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Question stem

Can you make a version of

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Example

Learners build a physical or digital object, such as a model, prototype, or piece of software, focusing on practical application and hands-on construction in a production-oriented learning context.

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