affective
Respond
Assist
affective
Respond
Comply
affective
Respond
Conform
affective
Respond
Discuss
affective
Respond
Greet
affective
Respond
Help
affective
Respond
Label
affective
Respond
Perform
affective
Respond
Practice
affective
Respond
Present
affective
Respond
Read
affective
Respond
Recite
affective
Respond
Report
affective
Respond
Select
affective
Respond
Tell
affective
Respond
Write
affective
Value
Complete
affective
Value
Demonstrate
affective
Value
Differentiate
affective
Value
Explain
affective
Value
Follow
affective
Value
Form
affective
Value
Initiate
affective
Value
Invite
affective
Value
Join

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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