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How to use Bloom's Taxonomy in Custom eLearning Content Development?

Thinkdom

For years, Bloom's taxonomy has helped to transform traditional learning by providing a framework for educators. Bloom's Taxonomy is a valuable tool for creating impactful learning experiences in L&D. Remember Previously known as knowledge, is the first stage of implementing Bloom's taxonomy.

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Motivation and #Games: Motivational Theories for Instructional Games

Kapp Notes

These ideas originated in work done by Mark Lepper, a researcher from Stanford University and Thomas Malone also a researcher from Stanford who’s work includes extensive investigations into why games are fun and motivational. The two teamed up and wrote what they called “The Taxonomy of Intrinsic Motivation.”

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Customizing Game Order

Knowledge Guru

Custom allows game authors to choose how players complete their Drive experience. To customize game order: Navigate to Customize > Minigame Delivery. Choose how and when games become available. Choose how and when games become available. Use this option for any games that should be available upon first login.

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Applying The Basics Of Bloom’s Taxonomy In e-learning

Wizcabin

One of the approaches to delivering the right training is by applying Bloom’s taxonomy in e-learning. Bloom’s taxonomy is an old concept that has been in existence since 1956 purposely for traditional classroom training. One of the roles of Bloom’s Taxonomy in e-learning is to deliver a course learning objective.

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Understanding Mini-Game Options that are Part of Drive

Knowledge Guru

of Knowledge Guru Drive includes four different mini-games: Balloon Burst, #Happy, Knowledge Knight and Safecracker. Depending on the content of the questions you create, each mini-game can target certain levels of Bloom’s Taxonomy. Learn more about Bloom’s Taxonomy here. The table below summarizes each mini-game.

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Playing with the Definition of “Game Thinking” for Instructional Designers

Kapp Notes

My title for the presentation is Three Mysterious Keys to Interactive Learning: Game-Thinking, Game-Elements, and Gamification. As part of that presentation, I will be defining the term “Game Thinking” from the perspective of an instructional designer. With nothing at risk, there is little to gain.

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Games do teach

Clark Quinn

So it’s hard to want to quibble, but she put out what I think is a somewhat irresponsible post on games with the provocative title “ Why Games Don’t Teach “ So it’s only fair that I raise my objections, though the comments do a great job also of pointing out the problem. The evidence is there.

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