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Application of the Bloom’s Taxonomy in Online Instructional Games

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  • Tuan Sarifah Aini Syed Ahmad
  • Anealka Aziz Hussin

Abstract

The Bloom’s Taxonomy was introduced in 1956 and the taxonomy for the cognitive domain was revised in 2000. The comparison of the original and revised taxonomy indicates several modifications such as the change in the level names, the arrangement of the levels and the number of dimensions. The cognitive domain of the original and revised Bloom’s Taxonomy has currently been applied in the design of online instructional games. The paper examines how the Bloom’s Taxonomy has been applied in various instructional games and propose how it can be applied in the development of instructional games for learning grammar. Recent studies reveal the Bloom’s Taxonomy has been applied in the instructional game development by designing instructional games based on learning objectives and learning outcomes that were previously written using the Bloom’s Taxonomy, and as the basis in creating the game levels. It is evident that the application of the Bloom’s Taxonomy in the instructional game design fulfil the educational features of instructional games. Therefore, it is significantly important to propose on how the Bloom’s Taxonomy need to be applied in the development of instructional games especially for learning grammar in order to ensure efficient game development for effective learning.

Suggested Citation

  • Tuan Sarifah Aini Syed Ahmad & Anealka Aziz Hussin, 2017. "Application of the Bloom’s Taxonomy in Online Instructional Games," International Journal of Academic Research in Business and Social Sciences, Human Resource Management Academic Research Society, International Journal of Academic Research in Business and Social Sciences, vol. 7(4), pages 1009-1020, April.
  • Handle: RePEc:hur:ijarbs:v:7:y:2017:i:4:p:1009-1020
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