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

Invent

Invent: The act of creating or developing new and original ideas, methods, or technologies, with the intention of engaging students in an innovative and interactive learning experience, to be potentially incorporated into the course outline.

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How to use in a learning design

To incorporate the 'Invent' verb from Blooms Taxonomy into your next learning design, consider using the question stem "Describe a new way for." This encourages learners to think creatively and come up with innovative solutions. Here are simple, actionable steps you can follow: 1. Start by defining a problem or a challenge within your learning content. 2. Introduce the question stem "Describe a new way for" followed by the problem statement. 3. Encourage learners to brainstorm and come up with original ideas or solutions. 4. Provide a platform for learners to share their inventions, such as a discussion forum or a group presentation. 5. Facilitate a discussion around the different inventions proposed by learners, highlighting the creativity and critical thinking involved. By incorporating the 'Invent' verb in this manner, you are promoting higher-order thinking skills and encouraging learners to think outside the box. This approach can enhance engagement and foster a culture of innovation in your learning design.

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Question stem

Describe a new way for

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Example

Challenge learners to work together and ideate, then design innovative solutions to a real-world problem, fostering creativity, teamwork and feedback.

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