Experiential Learning
Overview
Experiential learning is learning by doing and is the connecting of concrete experiences to learning resulting in the acquisition of new skills and knowledge. Experiential learning requires self-initiative and self-assessment through the experiential learning cycle (experience, reflection, insight, action) proposed by David Kolb (1939). Upon completing the cycle, learners develop new thoughts that inform their learning in a meaningful way.
Experiential learning is learning by doing and is the connecting of concrete experiences to learning resulting in the acquisition of new skills and knowledge. Experiential learning requires self-initiative and self-assessment through the experiential learning cycle (experience, reflection, insight, action) proposed by David Kolb (1939). Upon completing the cycle, learners develop new thoughts that inform their learning in a meaningful way.
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Guidelines for Use
Guideline 1 - Creating an Experience (Experience)
Guideline 1 - Creating an Experience (Experience)
- Kolb’s first stage of the experiential learning cycle focuses on the development of an interactive experience. Within an online environment this requires the appropriate use of WBLT’s, clear learning goals and ideally a lab, field work, or some hands-on task(s).
- Following the experience learners should have an opportunity to reflect on their own observed learning. This allows learners to connect the concrete activity to learning itself. Online, this may take the form of a self-reflection survey or a discussion form.
- Since “learning is the process whereby knowledge is created through the transformation of experience,” (1984, p. 38) abstract conceptualization is necessary to formalize leaning. For example, a lab could be utilized to examine the process of photosynthesis with conceptualization occurring after reflecting on the experiment. Abstract conceptualization in the form of an online reflective activity ensures the learner applies previous learning to the process.
- The final stage involves the planning of active experimentation by the learner. The learner must plan how to test and apply the learned theory or model in new situations to fortify learning, and exhibit knowledge and understanding. In an online learning environment this could include the development of a learner led activity or discussion.
Good Examples of Use
Example 1- Prodigy: 7 Experiential Learning Activities
Example 1- Prodigy: 7 Experiential Learning Activities
- Prodigy is an elementary mathematics school website which incorporates experiential learning utilizing gamification of curriculum content. The website provides a great resource for 7 experiential activities with optional steps towards within the backend of the activity to aid in the completion the experiential learning cycle.
- Queens University provides an active learning resource which lists twenty plus experiential learning activities organized by size of group including. Each activity is outlined in detail on how each can be adapted for online learning
Helpful Resources
Resource 1 - Assessing Design Models for Experiential Learning Online
Resource 2 - Best Practices in Experiential Learning
Resource 3 - Constructing Experiential Learning for Online Courses
Resource 1 - Assessing Design Models for Experiential Learning Online
Resource 2 - Best Practices in Experiential Learning
Resource 3 - Constructing Experiential Learning for Online Courses
Research
Seaman, J., Brown, M., & Quay, J. (2017). The Evolution of Experiential Learning Theory: Tracing Lines of Research in the JEE. Journal of Experiential Education, 40(4). doi:10.1177/1053825916689268
Watkins, M., & Ii, J. M. (2012). Bringing Life To Learning: Immersive Experiential Learning Simulations For Online And Blended Courses. Online
Learning, 16(5). doi:10.24059/olj.v16i5.287
Seaman, J., Brown, M., & Quay, J. (2017). The Evolution of Experiential Learning Theory: Tracing Lines of Research in the JEE. Journal of Experiential Education, 40(4). doi:10.1177/1053825916689268
Watkins, M., & Ii, J. M. (2012). Bringing Life To Learning: Immersive Experiential Learning Simulations For Online And Blended Courses. Online
Learning, 16(5). doi:10.24059/olj.v16i5.287