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Benjamin Bloom was an American educational psychologist who lived from 1913 to 1999. He is best known for his work on the taxonomy of educational objectives, which is commonly known as Bloom’s Taxonomy. This taxonomy classifies educational objectives into three domains: the cognitive, affective, and psychomotor domains. Within the cognitive domain, Bloom identified six levels of learning, ranging from simple recall of information to complex synthesis and evaluation of ideas. His work has been highly influential in shaping the way educators design and evaluate curriculum, and his ideas continue to be used and adapted in educational settings around the world.

Steps Forward

Are you here?

 

  1. To Be (Public Memories)
    1. Me, You, Us
    2. We Seek
    3. To Care
  2. To Sense
    1. To Make-Sense
    2. To Play with sense-making
    3. Tag the Good, True, and Beautiful
  3. To Will
    1. Engage
    2. Express
    3. Experience

 

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Uno
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Davinchi Code
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Halli Galli

Youtube

Inside Out

What is Bloom’s Taxonomy?

Interview

Application and Reflections

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Q/A Reflections

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DaVinchi Code

Q/A Reflections

Remembering – How quickly can the student access topics – colors, numbers, prepositions, and language required to navigate the task in real-time? 

The numbers and colors were relatively easy. The knowledge that black goes before white required frequent monitoring. 

Understanding – Are the students illustrating awareness of tile placement? What kind of scaffolding can be applied?

The Students understood the sequence of numbers but would get confused and mirror the other players’ number sequence ( low and high). Some students struggled with the objective. They seemed to apply the same rules as “Go Fish”. The students improved with each round.

Applying – We studied for an entire month to get over the learning hump. Their gameplay increased with each round. The students started tracking numbers. He has 0. He has 1. So I think that that is 2. I helped them to remember the language required to do it. 

Evaluating – The students always evaluate what they see and what they think. The feedback from the game encourages them to test different strategies to find patterns of what works and doesn’t work. It was nice to see some players concede on challenges to lower friction to resume the game. 

Blocks