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What is
experience?
Experience
refers to the nature of the events someone or something has
undergone. Experience is what is happening to us all the time -
as long as we exist.
What is
Experiential Learning?
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Students are
actively involved - In experiential education, the student
becomes more actively involved in the learning process then in
traditional, didactic education. For example, going to a zoo
and learning through observation and interaction with the zoo
environment is experiential and in contrast to reading and
talking about animals in a classroom. The main difference
here, from an academic point of view, is that the educator who
takes his/her students to the zoo rather than stay in the
classroom probably values direct experience more highly than
abstract knowledge.
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Educators'
value the students' experience - Experiential education is
based on experiential learning. Experiential educators operate
under the assumption that educational goals can be effectively
met by allowing the nature of learner's educational experience
to influence the educational process. Experiential educators
are generally aware that experiences alone are not inherently
good for learning. Thus, experiential try to arrange
particular sets of experiences which are conducive towards
particular educational goals.
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Experiential
education comes in many shapes and sizes – Experiential
education is widely implemented across a range of topics and
mediums – for example, outdoor education, service learning,
internships, and group-based learning projects. Many
educational projects are experiential, but don't refer to
themselves as such (e.g., excursions, physical education,
manual arts, drama, art, and so on).
Experiential
Learning as a “learning model”
In terms of
learning, experiential learning can be described as a process by
which the experience of the learner is reflected upon, and from
this emerge new insights or learning’s. Usually, the process
begins with an experience ("concrete experience"), followed by
reflection ("reflective observation"). The reflection is then
assimilated into a theory ("abstract conceptualization") and
finally these new (or reformulated) hypotheses are tested in new
situations ("active experimentation"). The model is a recurring
cycle within which the learner tests new concepts and modifies
them as a result of the reflection and conceptualization.
Most models of
experiential learning are cyclical and have three basic phases:
an experience or problem situation; a reflective phase within
which the learner examines the experience and draws learnings
from that reflection; and a testing phase within which the new
integrated insights or learnings are applied to a new problem
situation or experience.
The theoretical
work done on experiential learning has established it as a
method of learning which is useful to both educators and
learners. This methodology helps learners to develop capacities
to reflect on experience and appropriate significance through
such reflection.
Why
Experiential Learning is Effective
Equality
It provides a
common and yet novel experience where all participants are equal
in their knowledge about the tasks and projects that will
confront them. A unique set of projects and situations requires
people to draw upon genuine team process skills as opposed to
just functional ones.
Developing relationships quickly
Participants
are interacting in close proximity whilst working on new and
unfamiliar challenges.
The
communication, collaboration and effort that are required to
meet these challenges develop relationships quickly. People may
get to know each other better in a single day within this
environment than over an entire year of normal working
conditions.
Disequilibrium
The
unfamiliarity of the challenges and problems places people in a
state of disequilibrium or disorder. They can not easily stand
behind their normal status, roles and defences. Prior experience
isn't as relevant in this environment. This can allow emphasis
to be placed upon both task and process related themes as the
group has to organise itself around the challenge.
Projective technique
In organising
the instability or disequilibrium, the group projects their
problem-solving skills, project management ability, and
leadership style onto the experience. The experience provides a
unique opportunity to catch participants doing what they
typically do, inspite of knowing otherwise. The learning arising
from this is profound and revealing. The window or mirror into
their process provides unlimited information or data to shape
their team based learning.
Decreased
time cycle
The space
between the project or challenge and the outcomes are
compressed, so the consequences of organisational decisions can
be easily examined and improved. Typically in an organisation,
there is more of a time lag and more variables to consider, so
any review or learning risks being diluted or delayed.
Meta Learning
In the
experiential 'learning laboratory", as the projections and
simulations shed light on the teams process, the group is asked
to step back and evaluate their performance. The review is about
themselves, their leadership, problem solving skills, teamwork,
communication and managing change. The intensity with which
these issues can arise, and then be discussed in this
environment, is superior to that which normally occurs within
the organisation.
Chaos and
Crisis in a Safe Environment
Teams are able
to experience chaos, disorder, crisis and changing requirements
for success in a safe environment where the consequences for
failure are limited. The team can develop strategies and best
practices for managing these issues both in this environment and
back at work.
Kinaesthetic Imprint
Experiential
learning is an anchor for cognitive material. Participants have
a kinaesthetic imprint or whole body learning of cognitive
principles because the learning is graphic as it involves
physical, mental and behavioural dimensions.
Common
language / company mythology
The experience
provides a common language, experience and story, which can be
related to the work environment. The experience can provide a
short cut in communicating a shared vision very quickly. The
experience is stored in a way that is able to permit
participants to see themselves and their colleagues in a new
light. The experience (and stories attached thereto) can serve
as a catalyst for continuing the theme in the organisation.
Encourage
Risk Taking
The experience
allows participants to take new risks, try on new roles and make
mistakes with no danger or cost. Risks are naturally perceived
rather than actual. Each person taking a risk pushes others to
take on something outside of their comfort zone. There are
always individuals who shine in this environment - whose
leadership ability hasn't been noticed at work.
Diversity
of Strengths
The team
challenges and activities are designed to include a variety of
elements that will challenge a range of team role skills. In
other words input from all team members will be required to
produce outcomes from projects specifically designed not to suit
just one team role style or behaviour. One person cannot
possibly succeed alone and so the interdependence of the team is
highlighted along with the importance of diversity within the
team.
Fun
This
environment provides a highly enjoyable way to learn about and
develop team and management process skills. Fun is a powerful
aspect of effective learning with participants becoming more
open to the experience and creative whilst participating in it.
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