psychomotor
Mechanism
Assemble
psychomotor
Mechanism
Calibrate
psychomotor
Mechanism
Construct
psychomotor
Mechanism
Dismantle
psychomotor
Mechanism
Display
psychomotor
Mechanism
Fasten
psychomotor
Mechanism
Fix
psychomotor
Mechanism
Grind
psychomotor
Mechanism
Heat
psychomotor
Mechanism
Manipulate
psychomotor
Mechanism
Measure
psychomotor
Mechanism
Mend
psychomotor
Mechanism
Mix
psychomotor
Mechanism
Organise
psychomotor
Mechanism
Sketch
psychomotor
Organisation
Arrange
psychomotor
Organisation
Build
psychomotor
Organisation
Combine
psychomotor
Organisation
Compose
psychomotor
Organisation
Construct
psychomotor
Organisation
Create
psychomotor
Organisation
Design
psychomotor
Organisation
Initiate
psychomotor
Organisation
Make
psychomotor
Organisation
Originate

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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