Game Development Reference
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Bloom's Ta xonomy
Critiquing, Supporting, Assessing
Evaluation
Composing, Constructing, Hypothesizing
Synthesis
Comparing, Dierentiating, Selecting
Analysis
Using, Doing, Applying
Application
Comprehension
Explaining, Summarizing
Knowledge
Listing, Naming, Identifying
Figure 3.4
Bloom's taxonomy diagram. (Figure courtesy of Peter Kalmar.)
Evaluation, however, require a much deeper understanding of the
content. This might involve understanding that one must jump and
shoot fireballs simultaneously in order to live through a particular
challenge. As we extrapolate knowledge we begin to experiment, and
it is this process that allows us to transfer knowledge between games
and across genres, which leads me back full circle to our currently
educated audience, the dual-edged problem and blessing that leads us
to the purpose of this topic.
Well, that's it. While by no means an exhaustive list of all the
cognitive theories of human learning, this chapter should give you a
basic primer on educational theory from 1920 onward as it applies to
game design. If you map educational outcomes to desired behaviors in
games, the writing, teaching, and evaluations are strikingly similar.
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