I found this diagram of Bloom’s Taxonomy a few years back and still think it is the best hierarchy and explanation I have seen:
For those of you who aren’t familiar, a group of educators created Bloom’s Taxonomy in the 1950′s to classify and standardize scaffolding learning objectives:
It refers to a classification of the different objectives that educators set for students (learning objectives). Bloom’s Taxonomy divides educational objectives into three “domains”: Cognitive, Affective, and Psychomotor (sometimes loosely described as knowing/head, feeling/heart and doing/hands respectively). Within the domains, learning at the higher levels is dependent on having attained prerequisite knowledge and skills at lower levels. A goal of Bloom’s Taxonomy is to motivate educators to focus on all three domains, creating a more holistic form of education.
It is still very much in use and considered a backbone of sorts to curriculum development and assessment. Bloom’s will be an essential reference for contextualizing my thesis in formal and informal learning environments (though I think I am sticking with the latter) and for evaluating the growth of participant-learners.
This is a prototype mockup for an interface that uses nails (or any other conductive protrusion) and conductive thread as input and thermochromic cells as output. Each “cell” will have three different types of thermochromic ink, i.e. each has a different temperature threshold, thus different parts of the cell will change at different speeds depending on how long the thread is wound around the nail to complete the circuit. Each nail is mapped to a cell, and the cells will be interchangeable on the display surface. An element of play and emergence enters since the user has no reference for which part of the cell holds which threshold of ink (ideally).
This is a part of a larger exploration into combining everyday objects and smart materials to create new types of interfaces.
v1. Develop and construct a modular paper-based toolkit to teach basic electrical concepts and interface design.
v2. Develop and construct a modular toolkit using paper, everyday objects, and conductive materials to teach basic electrical concepts and interface design.