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l;sfOsf]qmdlgwf{/0fsf nflupb]Zosf]k|of]u
Presented By:
Keshab Raj Rokka
M. Ed Student 2073
Sanothimi Campus, TU
Bhaktapur, Nepal
l;sfOsf] qmdlgwf{/0fsf nflupb]Zosf]k|of]u
curriculum – simple to complex
objectives – subject matter
Objectives – teaching learning activities
1. was an American educational psychologist.
2. 1956 -cognitive domain- Benjamin s. Bloom
3. 1964 - affective domain- D.R. Krathohl
4. 1972- psychomotor domain- simpson and harrow
Benjamin Samuel Bloom
Taxonony of Educational Objectives
z}lIfs pb]Zox?sf]jlu{s/0f
Cognitive: mental
skills (knowledge)
Psychomotor:
manual or physical
skills (skills
Affective: growth
in feelings or
emotional areas
(attitude or self)
Cognitive Domain
• involves knowledge and the development of intellectual skills
• mental skills (knowledge)
• This includes the recall or recognition of specific facts, procedural
patterns, and concepts that serve in the development of intellectual
abilities and skills.
• There are six major categories of cognitive an processes, starting from
the simplest to the most complex
Knowledge(1fg
• Recall or retrieve recognition previous learned information.
• Do not understand the meaning
• Key Words: defines, describes, identifies, knows, labels, lists,
matches, names, outlines, recalls, recognizes, reproduces, selects,
states
• Lower level of learning
• When is the first day of Spring?
Comprehension
• understand meaning, re-state data in one's own words, interpret,
translate
• Key word: explain, reiterate, reword, critique, classify, summaries,
illustrate, translate, review, report, discuss, re-write, estimate, interpret,
theories, paraphrase, reference, example
Application
• use or apply knowledge, put theory into practice, use knowledge in
response to real circumstances
• Key word: use, apply, discover, manage, execute, solve, produce,
implement, construct, change, prepare, conduct, perform, react,
respond, role-play
Analysis
• Part--- different---
• interpret elements, organizational principles, structure, construction,
internal relationships; quality, reliability of individual components
• Key word: analyze, break down, catalogue, compare, quantify,
measure, test, examine, experiment, relate, graph, diagram, plot,
extrapolate, value, divide
Synthesis
• develop new unique structures, systems, models, approaches, ideas;
creative thinking, operations
• Key word: develop, plan, build, create, design, organise, revise,
formulate, propose, establish, assemble, integrate, re-arrange, modify
Evaluation
• Make judgments about the value of ideas or materials.
• Key Words: appraises, compares, concludes, contrasts, criticizes,
critiques, defends, describes, discriminates, evaluates, explains,
interprets, justifies, relates, summarizes, supports
Affective Domain
• Receiving phenomena:
• Responding to phenomena
• Valuing
• Organization
• Charecterization
Responding to phenomena:
Active participation on the part of the learners.
Learning outcomes may emphasize compliance in responding,
willingness to respond, or satisfaction in responding (motivation)
Valuing
• The worth or value a person attaches to a particular object,
phenomenon, or behavior.
• Valuing is based on the internalization of a set of specified values,
while clues to these values are expressed in the learner’s overt
behavior and are often identifiable.
Organization
• Organizes values into priorities by contrasting different values,
resolving conflicts between them, and creating an unique value
system. The emphasis is on comparing, relating
characterization
Psychomotor Domain
• Perception
• Set
• Guided response
• Mechanism
• Complex overt response
• Adaption
• Origination
Psychomotor Domain:
 Final taxonomoy of educational objectives proposed by Benjamin S.Bloom
& his friend.
 Divided into 7 levels by E.J Simpson & his friends.
 Grouped into easy to difficult levels.
 concerned with activities related to physical and mental organs.
 Learners learn through physical & mental organ in relation to environmental
action.
1. PERCEPTION:
Focuses on understanding of situation & manipulate the mind to respond to
situation for action.
To know proper stages of dance by playing music.
Identify wrong deeds of maching through its sound.
2. SET
Readiness of learners to do something.
Includes mental, physical and emotional readiness.
To show interest to type.
To be ready to play volleyball
3. GUIDED RESPONSE:
Learners should be ready to follow rules & instructions. For e.g: games
Unless the learners follow instruction their activities can’t be applicable.
Learners learn through trial & error
To use microscope according to teacher’s instruction, shooting penalty ,to
play volleyball according to teacher’s instruction.
4. MECHANISM:
Students can do any activities as done by machine because of habit.
They can apply rule learnt in basic level. E.g:
To type given words without mistake, to service volleyball without instruction,
to ride cycle without other’s help.
5.COMPLEX OVERT RESPONSE:
Without instruction, without mistake, with full confidence learners
perform the complex task.
They can do very hard works in a simple way with less effort without
mistake.
For eg: to repair electronic devices without any mistake, to be able to
swim in the river,etc
ADAPTATION:
Able to do the tasks in the similar situation as it was learned
previously & gained the knowledge.
They can apply their knowledge if they find the similar situation or
learner can modify their preknowledge for adaptation & to solve
problem.
For eg: cycling according to bends of road, to swim according to
flow of river, to adjust game according to game of rivals, etc.
• 7.ORIGINATION:
Highest & very complex level of psychomotor domain.
Learners should be able to create new techniques themselves.
Learners can create new rules & be able to adapt in new situation it is
called origination.
Some how difficult but learners can try to do so, according to their pre
knowledge.
For eg: to prepare new stages of dance, to prepare dress for new
games, to give music for new song.
Taxonomy of benzamin S. Bloom

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Taxonomy of benzamin S. Bloom

  • 1. l;sfOsf]qmdlgwf{/0fsf nflupb]Zosf]k|of]u Presented By: Keshab Raj Rokka M. Ed Student 2073 Sanothimi Campus, TU Bhaktapur, Nepal
  • 2. l;sfOsf] qmdlgwf{/0fsf nflupb]Zosf]k|of]u curriculum – simple to complex objectives – subject matter Objectives – teaching learning activities 1. was an American educational psychologist. 2. 1956 -cognitive domain- Benjamin s. Bloom 3. 1964 - affective domain- D.R. Krathohl 4. 1972- psychomotor domain- simpson and harrow Benjamin Samuel Bloom
  • 3. Taxonony of Educational Objectives z}lIfs pb]Zox?sf]jlu{s/0f Cognitive: mental skills (knowledge) Psychomotor: manual or physical skills (skills Affective: growth in feelings or emotional areas (attitude or self)
  • 4. Cognitive Domain • involves knowledge and the development of intellectual skills • mental skills (knowledge) • This includes the recall or recognition of specific facts, procedural patterns, and concepts that serve in the development of intellectual abilities and skills. • There are six major categories of cognitive an processes, starting from the simplest to the most complex
  • 5.
  • 6. Knowledge(1fg • Recall or retrieve recognition previous learned information. • Do not understand the meaning • Key Words: defines, describes, identifies, knows, labels, lists, matches, names, outlines, recalls, recognizes, reproduces, selects, states • Lower level of learning • When is the first day of Spring?
  • 7. Comprehension • understand meaning, re-state data in one's own words, interpret, translate • Key word: explain, reiterate, reword, critique, classify, summaries, illustrate, translate, review, report, discuss, re-write, estimate, interpret, theories, paraphrase, reference, example
  • 8. Application • use or apply knowledge, put theory into practice, use knowledge in response to real circumstances • Key word: use, apply, discover, manage, execute, solve, produce, implement, construct, change, prepare, conduct, perform, react, respond, role-play
  • 9. Analysis • Part--- different--- • interpret elements, organizational principles, structure, construction, internal relationships; quality, reliability of individual components • Key word: analyze, break down, catalogue, compare, quantify, measure, test, examine, experiment, relate, graph, diagram, plot, extrapolate, value, divide
  • 10. Synthesis • develop new unique structures, systems, models, approaches, ideas; creative thinking, operations • Key word: develop, plan, build, create, design, organise, revise, formulate, propose, establish, assemble, integrate, re-arrange, modify
  • 11. Evaluation • Make judgments about the value of ideas or materials. • Key Words: appraises, compares, concludes, contrasts, criticizes, critiques, defends, describes, discriminates, evaluates, explains, interprets, justifies, relates, summarizes, supports
  • 12.
  • 13. Affective Domain • Receiving phenomena: • Responding to phenomena • Valuing • Organization • Charecterization
  • 14. Responding to phenomena: Active participation on the part of the learners. Learning outcomes may emphasize compliance in responding, willingness to respond, or satisfaction in responding (motivation)
  • 15. Valuing • The worth or value a person attaches to a particular object, phenomenon, or behavior. • Valuing is based on the internalization of a set of specified values, while clues to these values are expressed in the learner’s overt behavior and are often identifiable.
  • 16. Organization • Organizes values into priorities by contrasting different values, resolving conflicts between them, and creating an unique value system. The emphasis is on comparing, relating
  • 18. Psychomotor Domain • Perception • Set • Guided response • Mechanism • Complex overt response • Adaption • Origination
  • 19. Psychomotor Domain:  Final taxonomoy of educational objectives proposed by Benjamin S.Bloom & his friend.  Divided into 7 levels by E.J Simpson & his friends.  Grouped into easy to difficult levels.  concerned with activities related to physical and mental organs.  Learners learn through physical & mental organ in relation to environmental action. 1. PERCEPTION: Focuses on understanding of situation & manipulate the mind to respond to situation for action. To know proper stages of dance by playing music. Identify wrong deeds of maching through its sound.
  • 20. 2. SET Readiness of learners to do something. Includes mental, physical and emotional readiness. To show interest to type. To be ready to play volleyball
  • 21. 3. GUIDED RESPONSE: Learners should be ready to follow rules & instructions. For e.g: games Unless the learners follow instruction their activities can’t be applicable. Learners learn through trial & error To use microscope according to teacher’s instruction, shooting penalty ,to play volleyball according to teacher’s instruction. 4. MECHANISM: Students can do any activities as done by machine because of habit. They can apply rule learnt in basic level. E.g: To type given words without mistake, to service volleyball without instruction, to ride cycle without other’s help.
  • 22. 5.COMPLEX OVERT RESPONSE: Without instruction, without mistake, with full confidence learners perform the complex task. They can do very hard works in a simple way with less effort without mistake. For eg: to repair electronic devices without any mistake, to be able to swim in the river,etc
  • 23. ADAPTATION: Able to do the tasks in the similar situation as it was learned previously & gained the knowledge. They can apply their knowledge if they find the similar situation or learner can modify their preknowledge for adaptation & to solve problem. For eg: cycling according to bends of road, to swim according to flow of river, to adjust game according to game of rivals, etc.
  • 24. • 7.ORIGINATION: Highest & very complex level of psychomotor domain. Learners should be able to create new techniques themselves. Learners can create new rules & be able to adapt in new situation it is called origination. Some how difficult but learners can try to do so, according to their pre knowledge. For eg: to prepare new stages of dance, to prepare dress for new games, to give music for new song.