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Bloom’s Taxonomy, Taoism, and Game Theory



The Story-Telling, Game Theorist, Troubleshooter, and Zen Problem-Solver

Helping people to create better lives through efficiency, effectiveness, precision, self-awareness, Eastern Wisdom and game-based strategies


Q. What is the link between Taoist thought, game-based thinking, developing better learning skills?

A. The Taoist Sage, Lao Tzu states that humans have a natural inclination to put things into categories and name them. With this in mind, any approach to categorizing specific domains is an application of Taoist thought. In education and learning Bloom’s Taxonomy is a system that all serious students of mindfulness and clear thinking need to be aware of.

In order to be more effective, efficient, precise and productive, it is essential that we are able to classify educational learning objectives.  One of the most effective tools for achieving this goal is Bloom’s taxonomy.  Bloom’s taxonomy is a set of three hierarchical models used to classify educational learning objectives into levels of complexity and specificity. The three lists cover the learning objectives in cognitive, affective and sensory domains. The cognitive domain list (categories of thinking and learning) has been the primary focus of most traditional education and is frequently used to structure curriculum learning objectives, assessments and activities, however, the others can be invaluable in game theory and in any strategic or competitive environment.

The Bloom models were named after Benjamin Bloom, who chaired the committee of educators that devised the taxonomy. He also edited the first volume of the standard text, Taxonomy of Educational Objectives: The Classification of Educational Goals.

Although named after Bloom, the publication of Taxonomy of Educational Objectives followed a series of conferences from 1949 to 1953, which were designed to improve communication between educators on the design of curricula and examinations.

The first volume of the taxonomy, Handbook I: Cognitive was published in 1956, and in 1964 the second volume Handbook II: Affective was published. A revised version of the taxonomy for the cognitive domain was created in 2001.

In the original version of the taxonomy, what is known as the cognitive domain, ways of integrating knowledge and information is broken into the six levels of objectives.

In the 2001 revised edition of Bloom’s taxonomy, the original levels were changed in more specific ways. Those published in 2001 are:

  1. Remember,
  2. Understand,
  3. Apply,
  4. Analyze,
  5. Evaluate,
  6. Create

Here in 2019 I have added a 7th.

To synthesize existing domains to create synergy – a new idea greater than the original ideas that have been merged.


By applying these seven categories one can become wiser and clearer in all aspects of life.

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Learn to free your inner visionary through game-based thinking and gamification through my book



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If you have an interest in having a basic understanding of Applied Game Theory (and you need to) here is an interview I did with James Selman, a pioneer, and innovator in Leadership research.

Just click below to watch the entire interview.


Listen here as Lewis explain the RealUGuru Project and how we can give up unnecessary struggle through visionary thinking in this insightful interview with award-winning journalist Phyllis Haynes about the RealUGuru Project



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