psychomotor
Adaption
Rearrange
psychomotor
Adaption
Reorganise
psychomotor
Adaption
Revise
psychomotor
Adaption
Vary
psychomotor
Expertise
Assemble
psychomotor
Expertise
Calibrate
psychomotor
Expertise
Construct
psychomotor
Expertise
Dismantle
psychomotor
Expertise
Display
psychomotor
Expertise
Fasten
psychomotor
Expertise
Fix
psychomotor
Expertise
Grind
psychomotor
Expertise
Heat
psychomotor
Expertise
Manipulate
psychomotor
Expertise
Measure
psychomotor
Expertise
Mend
psychomotor
Expertise
Mix
psychomotor
Expertise
Organise
psychomotor
Expertise
Sketch
psychomotor
Guided
Copy
psychomotor
Guided
Follow
psychomotor
Guided
React
psychomotor
Guided
Reproduce
psychomotor
Guided
Respond
psychomotor
Guided
Trace

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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