cognitive
Synthesis
Collect
cognitive
Synthesis
Communicate
cognitive
Synthesis
Compose
cognitive
Synthesis
Cooperate
cognitive
Synthesis
Coordinate
cognitive
Synthesis
Craft
cognitive
Synthesis
Create
cognitive
Synthesis
Curate
cognitive
Synthesis
Delegate
cognitive
Synthesis
Design
cognitive
Synthesis
Develop
cognitive
Synthesis
Devise
cognitive
Synthesis
Empathise
cognitive
Synthesis
Empathize
cognitive
Synthesis
Engineer
cognitive
Synthesis
Execute
cognitive
Synthesis
Facilitate
cognitive
Synthesis
Form
cognitive
Synthesis
Formulate
cognitive
Synthesis
Gather
cognitive
Synthesis
Generate
cognitive
Synthesis
Hypothesise
cognitive
Synthesis
Hypothesize
cognitive
Synthesis
Ideate
cognitive
Synthesis
Implement

Make

Make can be defined as the process of actively engaging students in hands-on activities or projects in order to enhance their learning experience and foster creativity, problem-solving skills, and critical thinking.

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How to use in a learning design

In your next learning design, you can incorporate the 'Make' verb from Bloom's Taxonomy by encouraging learners to create something new based on the knowledge they have acquired. To implement this, start by posing questions using the stem "How would you craft," which prompts learners to think about applying their learning in a practical way. Encourage learners to brainstorm ideas, design a solution, or construct a project that demonstrates their understanding of the topic. This hands-on approach not only solidifies their knowledge but also fosters creativity and critical thinking skills. Provide clear instructions, examples, and resources to support learners through the making process. By engaging in making activities, learners can deepen their understanding of the subject matter and develop practical skills that can be applied in real-world scenarios. This active learning approach promotes higher-order thinking and enhances the overall learning experience. Incorporating 'Make' into your design will empower learners to take ownership of their learning journey and become creators of knowledge.

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Question stem

How would you craft

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Example

Learners produce a tangible product or craft, a physical or digital item that promotes practical skills and creativity, plus an artefact for reflection and feedback.

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