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The Three Domains of Learning - Coggle Diagram
The Three Domains of Learning
Cognitive (Thinking)
Analyzing - Breaking materials or concepts into parts, determining how the parts relate to one another or how they interrelate, or how the parts relate to an overall structure or purpose. Example: A graph that is included in an article
Evaluating - Making judgments based on criteria and standards through checking and critiquing. Example: When a company hires new employees.
Applying - Carrying out or using a procedure through executing, or implementing. Example: Applying what you learn into the work field
Understanding - Constructing meaning from different types of functions be they written or graphic messages, or activities like interpreting, exemplifying, classifying, summarizing, inferring, comparing, or explaining. Example:
Creating - Putting elements together to form a coherent or functional whole; reorganizing elements into a new pattern or structure through generating, planning, or producing. Example: Creating a new program.
Remembering - Recognizing or recalling knowledge from memory. Example: Memorizing a line in a play.
Affective (Social/emotional/feeling)
Valuing - Refers to the learner’s beliefs and attitudes of worth. Example: Giving meaning to the rules so they become more intuitive and easier to follow.
Organization - Refers to the learner’s internalization of values and beliefs involving (1) the conceptualization of values; and (2) the organization of a value system.
Example: Combining information and taking action accordingly towards game objectives.
Responding - Refers to the learners’ active attention to stimuli and his/her motivation to learn. Example: Confirming with rules and using information provided during the game
Characterization - Refers to the learner’s highest of internalization and relates to behavior that reflects (1) a generalized set of values; and (2) a characterization or a philosophy about life.
Example: Adapting belief and behaviour to apply game learning outcomes in the real-world.
Receiving - Refers to the learner’s sensitivity to the existence of stimuli. Example: Passively listening to receive information and willingly to engage in the game.
Psychomotor (Physical/kinesthetic)
Perceptual Abilities - Response to stimuli such as visual, auditory, kinesthetic, or tactile discrimination.
Example: Catch a ball if it is being throw at you.
Physical Abilities - Stamina that must be developed for further development such as strength and agility.
Example: Gaining strength.
Fundamental Movements - Basic movements such as walking, or grasping.
Example: Throw a ball or simply walking.
Skilled Movements - Advanced learned movements as one would find in sports or acting.
Example: Dribbling the ball past the defender.
Reflex Movement - Reactions that are not learned, such as a involuntary reaction. Example: When your hand touches a hot water.
Nondiscursive Communication - Use effective body language, such as gestures and facial expressions.
Example: Making an angry face when upset.