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Educational objectives describe the goals toward which the education process is directed–the learning
that is to result from instruction. When drawn up by an education authority or professional organization,
objectives are usually called standards. Taxonomies are classification systems based on an organizational
scheme. In this instance, a set of carefully defined terms, organized from simple to complex and from
concrete to abstract, provide a framework of categories into which one may classify educational goals.
Such schemes can:
A behavioral objective is a learning outcome stated in measurable terms, which gives direction to the
learner’s experience and becomes the basis for student evaluation
different domains.
Goal is a broad or general statement reflecting the ultimate ends toward which the total educational
program is directed. (Sometimes refered to these as aims.)
Goal an immediate objective or outcome that a person desires and executes a behavior or sequence of
behaviors to attain.
Motivation - hunger; Goal - food; Objective - raid the refrigerator; Outcome - eat and be satiated.
Objective is a statement specifying the purpose of a particular activity or action. There can be several
different ways to communicate this information. Ranging from general to specific and for different
domains of understanding. Six different kinds (General, Specific, Instructional, Behavioral, Performance,
Expressive) are reviewed below with examples.
Outcome is a statement specifying desired knowledge, skills, processes, and attitudes to be developed
as a result of educational experiences.
Outcome is a description of what learners do to demonstrate understanding, skill, or competence.
Outcome levels describe different levels of what learners may do to demonstrate a level of skill,
competency, or conceptualization of a concept they have achieved from beginning to advanced.
Selection of objectives
an organizational topic, subtopic, theme, subject, subject dimension or category, disposition, process, ...
new ideas related to the scope and sequence of a topic, standard, or big idea from a problem that arises
or identifiction of content that wasn't previously identified or foreseen.
Kinds of Objectives
General objectives
A statement reflecting the purposes of a particular unit or level of the school program, such as
elementary, middle level, or high school.
(The learner will) Understand and use science content, processes, and inquiry to make sound personal
and social decisions.
Specific objectives
(The learner will) Count on when rolling two dice (die 1 = 4, die 2 = 3. Student will think or say 4 and
count 5, 6, 7. Then move game piece) while playing Race to the Finish.
Instructional objectives
Clarify for the teacher what the learner will do (instructional purpose). This clarification can guide the
design and selection of meaningful content, activities, and resources as well as guide the learners'
progress. This is based on the belief that students need to be told how they are to be active in order for
them to learn.
Today we will learn how to play the game - Race to the Finish.
To count onyou start with one of the numbers (the bigger is better) and count on the value of the other
number. For example - to add two dice. Roll the two dice, select the larger number, say or think it, and
count on (die 1 = 4, die 2 = 3. Think or say 4 and count 5, 6, 7).
As the task becomes more complicated an instructional object can be thought of as becoming a scoring
guide or rubric. One example is the use of scoring guides or rubrics with Six or more Traits Writing as
instructional objectives.
Behavioral objectives
Were origninally used for changing or developing behavior when the philosophy was that only
obsewrvable behavior could be measured, therefore what happened inside the brain was irrelevant. To
list ... To write .... To state... Today these may be also be called performance objectives.
Performance Objectives
what is done,
who is to do it,
when is it to be done,
Given paper and pencil the learner will write solutions for 30 basic facts of addition in less than one
minute, with 100% accuracy, by Friday the 13th.
After reading the story the learner will write answers to five literal comprehension questions by recall or
rereading the story within the class period on Friday 13, 2013, with 80% accuracy.
Expressive objectives
(The learner will) Go on a nature walk and record observations of three organisms they choose.
Are objectives that relate to one or more of the three general domains of learning.
cognitive;
affective and;
psychomotor.
All activities involve all three domains, however, not all are usually identified, depending on the
instructional focus. Which is usually cognitive. Hence, the popularity of Bloom's taxonomy when
cognitive domains are referenced. For examples see taxonomies information.
Science
Mathematics
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Learning outcomes are statements that describe the knowledge or skills students should acquire by the
end of a particular assignment, class, course, or program, and help students understand why that
knowledge and those skills will be useful to them. They focus on the context and potential applications
of knowledge and skills, help students connect learning in various contexts, and help guide assessment
and evaluation.
Good learning outcomes emphasize the application and integration of knowledge. Instead of focusing on
coverage of material, learning outcomes articulate how students will be able to employ the material,
both in the context of the class and more broadly.
identify and describe the political, religious, economic, and social uses of art in Italy during the
Renaissance
analyze the role of art and of the artist in Italy at this time
link different materials and types of art to the attitudes and values of the period
Learning activities, as the name suggests, are activities designed or deployed by the teacher to bring
about, or create the conditions for learning. The difference between a Learning by Design approach to
employing various learning activities and other approaches to teaching relates to the pedagogical
character or focal intent of the activities selected. What do I want to achieve with this activity? How will
I achieve my aims? Which Knowledge Process is best suited to achieving my aim? With Learning by
Design the teacher mindfully designs or chooses particular learning activities based on which Knowledge
Process is activated by that activity. Some learning activities stimulate experiential learning, others
mobilise conceptual thinking, while still others prompt students to engage in analytical discussion. The
pedagogical effectiveness of a Learning Element – a teacher’s overall design – can be traced to (1) the
mindful selection of learning activities based on the Knowledge Processes which those activities set in
motion; (2) the establishment of direct links between those activities and the intended Knowledge
Objectives; (3) and the careful sequencing of those activities such that they build on, or contribute to,
the learning of earlier or later activities (see Coherence and Through-line).
An Observable Outcome is an outcome from an observable process. Context: ... It can be represented by
an Observable State Variable. It can range from being an Observed Outcome to being an Unobserved
Outcome
An unobservable (also called impalpable) is an entity whose existence, nature, properties, qualities or
relations are not directly observable by humans. In philosophy of science, typical examples of
"unobservables" are the force of gravity, causation and beliefs or desires.
Cognitive: This is the most commonly used domain. It deals with the intellectual side of learning.
Affective: This domain includes objectives relating to interest, attitude, and values relating to learning
the information.
Psychomotor: This domain focuses on motor skills and actions that require physical coordination.
Remembering
Define
Duplicate
Draw
List
Label
Memorize
Name
Recall
Recite
Repeat
Reproduce
State
Understanding
Classify
Describe
Discuss
Explain
Identify
Locate
Recognize
Report
Select
Translate
Paraphrase
Visualize
Applying
Apply
Change
Choose
Construct
Demonstrate
Dramatize
Employ
Illustrate
Interpret
Modify
Operate
Produce
Schedule
Sketch
Solve
Translate
Use
Write
Analyzing
Categorize
Compare
Contrast
Deduce
Discriminate
Distinguish
Examine
Question
Separate
Test
Evaluating
Appraise
Argue
Decide
Critique
Criticize
Defend
Judge
Prioritize
Rate
Rant
Select
Support
Value
Evaluate
Creating
Assemble
Construct
Create
Compose
Develop
Formulate
Invent
Originate
Write
Ask
Choose
Describe
Follow
Give
Hold
Identify
Locate
Name
Point to
Select
Sit
Erect
Reply
Use
Answer
Assist
Comply
Conform
Discuss
Greet
Help
Label
Perform
Practice
Present
Read
Recite
Report
Select
Tell
Write
Complete
Describe
Differentiate
Explain
Follow
Forms
Initiate
Invite
Join
Justify
Propose
Read
Select
Share
Study
Work
Adhere
Alter
Arrange
Combine
Compare
Complete
Defend
Explain
Generalize
Identify
Integrate
Modify
Order
Organize
Relate
Synthesize
Act
Discriminate
Display
Influence
Listen
Modify
Performs
Practices
Propose
Qualify
Question
Revise
Serve
Solve
Use
Verify
Imitation (learner imitates an action after a visual demonstration)
Align
Balance
Follow
Grasp
Hold
Place
Repeat
Rest
Step
Align
Balance
Follow
Grasp
Hold
Place
Repeat
Precision
Accurately
Errorlessly
Independently
Proficiently
With balance
With control
Confidence
Coordination
Harmony
Integration
Proportion
Smoothness
Speed
Stability
Timing
Automatically
Effortlessly
Naturally
Professionally
Routinely
Spontaneously
With ease
With perfection
cognitive: this is the most commonly used domain. it deals with the intellectual side of learning.
affective: this domain includes objectives relating to interest, attitude, and values relating to learning
the information.
psychomotor: this domain focuses on motor skills and actions that require physical coordination.
remembering
define
duplicate
draw
list
label
memorize
name
recall
recite
repeat
reproduce
state
understanding
classify
describe
discuss
explain
identify
locate
recognize
report
select
translate
paraphrase
visualize
applying
apply
change
choose
construct
demonstrate
dramatize
employ
illustrate
interpret
modify
operate
produce
schedule
sketch
solve
translate
use
write
analyzing
categorize
compare
contrast
deduce
discriminate
distinguish
examine
question
separate
test
evaluating
appraise
argue
decide
critique
criticize
defend
judge
prioritize
rate
rant
select
support
value
evaluate
creating
assemble
construct
create
compose
develop
formulate
invent
originate
write
choose
describe
follow
give
hold
identify
locate
name
point to
select
sit
erect
reply
use
answer
assist
comply
conform
discuss
greet
help
label
perform
practice
present
read
recite
report
select
tell
write
complete
describe
differentiate
explain
follow
forms
initiate
invite
join
justify
propose
read
select
share
study
work
adhere
alter
arrange
combine
compare
complete
defend
explain
generalize
identify
integrate
modify
order
organize
relate
synthesize
act
discriminate
display
influence
listen
modify
performs
practices
propose
qualify
question
revise
serve
solve
use
verify
align
balance
follow
grasp
hold
place
repeat
rest
step
manipulation (performance of an action with written/verbal instructions)
align
balance
follow
grasp
hold
place
repeat
precision
accurately
errorlessly
independently
proficiently
with balance
with control
confidence
coordination
harmony
integration
proportion
smoothness
speed
stability
timing
automatically
effortlessly
naturally
professionally
routinely
spontaneously
with ease
with perfection
with poise