Models -- Instructional Design The Taxonomy Table -- Faculty Resources -- OSU Extended Campus -- Oregon State University How to Write Objectives Adapted from A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. Lorin W. Andersin, David R. Krathwohl; et al. 2001 Addison Wesley Longman. To dispell the confusion between the means and ends of instruction, contemplate these definitions: Ends Objectives describe intended results, outcomes, and changes. Means Instructional activities, such as reading a textbook, listening to lectures, conducting surveys, and observing field work, are means by which objectives are achieved. For an objective or outcome to be measurable, learning a fact, concept, or procedure is implied. Examples taken from OSU Extended Campus distance courses are attached to each category in the Cognitive Process Dimension and the Knowledge Dimension in the taxonomy table below. For consultation regarding writing objectives and activities for distance courses, please contact: Dianna Fisher, Director of Project Development & Training Extended Campus
Awesome Poster on Bloom's Revised Taxonomy Our Bloom's Taxonomy section here in Educational Technology and Mobile Learning is growing richer in materials and resources. I am so grateful to everyone of you for generously contributing with your ideas and links. I just got this poster from a fellow teacher featuring the 6 thinking skills as outlined in the revised taxonomy. As you probably know, Blooms taxonomy that was first created in the 1950s has been revised by Krathwohl and there are two main changes that appeared in this revised taxonomy: the first one is semantic in that nouns are now being replaced with verbs; and the second change relates to the order of these thinking skills. In the old taxonomy, Bloom highlighted the importance of evaluating and therefore placed it at the top of the thinking continuum, but for Krathwohl Creating is the highest order thinking skill. I will let you have a look at this awesome revised taxonomy poster and looking forward to your comments and feedback.
Toulmin Model Stephen Toulmin, originally a British logician, is now a professor at USC. He became frustrated with the inability of formal logic to explain everyday arguments, which prompted him to develop his own model of practical reasoning. The first triad of his model consists of three basic elements: A claim is the point an arguer is trying to make. The claim answers the question, "So what is your point?" example: "You should send a birthday card to Mimi, because she sent you one on your birthday." example: "I drove last time, so this time it is your turn to drive." fact: claims which focus on empirically verifiable phenomena judgment/value: claims involving opinions, attitudes, and subjective evaluations of things policy: claims advocating courses of action that should be undertaken Grounds refers to the proof or evidence an arguer offers. Grounds can consist of statistics, quotations, reports, findings, physical evidence, or various forms of reasoning. example: "It looks like rain.
Blooms, SAMR & the 3 C's - iSupport All the apps you’ll ever need As I prepared for an upcoming presentation at a local University I unloaded my test iPad of all its applications and created a new iPad, complete only with apps which I use at school every week. This iPad would become my “essentials” iPad, strategically and efficiently full of apps I wholly recommend to every educator I meet. I went through the apps and I developed a list, indicating the apps purpose. I found I had many educational gaming type apps (gamification of learning) which fitted into the Consumption category. Today I chose to focus on these 3 “C’s” activities, and it was clear that they could be easily aligned to Blooms Taxonomy objectives. When you are considering your teaching tool kit, consider a concise balance between these apps. Which apps are you consuming (researching, learning specific facts) with? As you get comfortable with this process and the apps you are using, try it again.
Bloom’s Taxonomy by Patricia Armstrong, Assistant Director, Center for Teaching Background Information In 1956, Benjamin Bloom with collaborators Max Englehart, Edward Furst, Walter Hill, and David Krathwohl published a framework for categorizing educational goals: Taxonomy of Educational Objectives. Familiarly known as Bloom’s Taxonomy, this framework has been applied by generations of K-12 teachers and college instructors in their teaching. The framework elaborated by Bloom and his collaborators consisted of six major categories: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation. While each category contained subcategories, all lying along a continuum from simple to complex and concrete to abstract, the taxonomy is popularly remembered according to the six main categories. The Original Taxonomy (1956) Here are the authors’ brief explanations of these main categories in from the appendix ofTaxonomy of Educational Objectives (Handbook One, pp. 201-207): The Revised Taxonomy (2001)
Operation ARIES! Professors wanted a better way to teach the skills of critical thinking and scientific reasoning, students wanted engagement and video games, the answer: Operation ARIES! Operation ARIES! The training proceeds in three stages: the Training Module, the Case Studies Module, and the Interrogation Module. In the Training Module, students learn about science by reading the Fuath's Guide to the Bean's World of Science that was written by aliens (the Fuaths). The game covers 21 scientific concepts shared among psychology, sociology, biology, and chemistry. Critical thinking activity game for high,middle school,college students,problem solving skills games Shift 2 for kids,adults Shift 2 is a totally addicting brain-teasing puzzle platformer game for all ages which helps develop your logic / analytical thinking skills (A puzzle platform is a jumping puzzle game where the key objective involves solving puzzles or riddles). Make your way through the maze (labyrinth) to earn your trophy, turn your world around, and challenge and develop your problem solving skills. The objective of the game is to reach the key to unlock the door in order to proceed to the next level. Important – Falling on spikes will hinder your progress. Click on ‘Extras’ before you start playing, and create your own Shift levels. Who knows, maybe a player’s level pack will be released! You can clear your saved data at any time by clicking on the ‘Clear data’ icon. How to Play: Use the Arrow Keys on your computer keyboard to turn right and left.
Fallacies A fallacy is a kind of error in reasoning. The list of fallacies contains 209 names of the most common fallacies, and it provides brief explanations and examples of each of them. Fallacies should not be persuasive, but they often are. Fallacies may be created unintentionally, or they may be created intentionally in order to deceive other people. The vast majority of the commonly identified fallacies involve arguments, although some involve explanations, or definitions, or other products of reasoning. Sometimes the term "fallacy" is used even more broadly to indicate any false belief or cause of a false belief. An informal fallacy is fallacious because of both its form and its content. The discussion that precedes the long alphabetical list of fallacies begins with an account of the ways in which the term "fallacy" is vague. Table of Contents 1. The more frequent the error within public discussion and debate the more likely it is to have a name. The term "fallacy" is not a precise term.
Piramide intrattiva con indicazione delle applicazioni per PC riferite alle voci della Tassonomia di Bloom. by lucianovecchio May 27