Tuesday 24 January 2017

Experiential Learning

Experiential learning


Experiential learning is the process of learning through experience, and is more specifically defined as "learning through reflection on doing". Hands-on learning is a form of experiential learning but does not necessarily involve students reflecting on their product.  It is related to but not synonymous with other forms of active learning such as action learning, adventure learning, free choice learning, cooperative learning, and service-learning.

Experiential learning is often used synonymously with the term "experiential education", but while experiential education is a broader philosophy of education, experiential learning considers the individual learning process. As such, compared to experiential education, experiential learning is concerned with more concrete issues related to the learner and the learning context.

Beginning in the 1970s, David A. Kolb helped to develop the modern theory of experiential learning, drawing heavily on the work of John Dewey, Kurt Lewin, and Jean Piaget.

Experiential learning has significant teaching advantages. Learning only has good effects when learners have the desire to absorb the knowledge. Therefore, experiential learning requires the showing of directions for learners.


Kolb's Experiential Learning Model

Experiential learning focuses on the learning process for the individual. One example of experiential learning is going to the zoo and learning through observation and interaction with the zoo environment, as opposed to reading about animals from a book. Thus, one makes discoveries and experiments with knowledge firsthand, instead of hearing or reading about others' experiences. Likewise, in business school, internship, and job-shadowing, opportunities in a student’s field of interest can provide valuable experiential learning which contributes significantly to the student’s overall understanding of the real-time environment.

A third example of experiential learning involves learning how to ride a bike, a process which can illustrate the four-step experiential learning model (ELM) as set forth by Kolb and outlined in Figure  below. Following this example, in the "concrete experience" stage, the learner physically experiences the bike in the "here-and-now". This experience forms "the basis for observation and reflection" and the learner has the opportunity to consider what is working or failing (reflective observation), and to think about ways to improve on the next attempt made at riding (abstract conceptualization). Every new attempt to ride is informed by a cyclical pattern of previous experience, thought and reflection (active experimentation).




David Kolb's Experiential Learning Model (ELM)



Concrete Experience
Active Experimentation
Reflective Observation
Abstract Conceptualization

 

Elements

Experiential learning can exist without a teacher and relates solely to the meaning-making process of the individual's direct experience. However, though the gaining of knowledge is an inherent process that occurs naturally, a genuine learning experience requires certain elements.[6] According to Kolb, knowledge is continuously gained through both personal and environmental experiences.[16] Kolb states that in order to gain genuine knowledge from an experience, the learner must have four abilities:
  • The learner must be willing to be actively involved in the experience;
  • The learner must be able to reflect on the experience;
  • The learner must possess and use analytical skills to conceptualize the experience; and
  • The learner must possess decision making and problem solving skills in order to use the new ideas gained from the experience.
Experiential learning requires self-initiative, an "intention to learn" and an "active phase of learning". Kolb's cycle of experiential learning can be used as a framework for considering the different stages involved. Most educators understand the important role experience plays in the learning process. The role of emotion and feelings in learning from experience has been recognised as an important part of experiential learning. While those factors may improve the likelihood of experiential learning occurring, it can occur without them. Rather, what is vital in experiential learning is that the individual is encouraged to directly involve themselves in the experience, and then to reflect on their experiences using analytic skills, in order that they gain a better understanding of the new knowledge and retain the information for a longer time.

Reflection is a crucial part of the experiential learning process, and like experiential learning itself, it can be facilitated or independent.

Geogebra and Stellarium

GeoGebra
GeoGebra is an interactive geometry, algebra, statistics and calculus application, intended for learning and teaching mathematics and science from primary school to university level. GeoGebra is available on multiple platforms with its desktop applications for Windows, macOS and Linux, with its tablet apps for Android, iPad and Windows, and with its web application based on HTML5 technology.
Its creator, Markus Hohenwarter,[2] started the project in 2001 at the University of Salzburg, continuing it at Florida Atlantic University (2006–2008), Florida State University (2008–2009), and now at the University of Linz together with the help of open-source developers and translators all over the world.

Stellarium (software)
Stellarium is an open-source free-software planetarium, licensed under the terms of the GNU General Public License version 2, available for Linux, Windows and macOS. A port Stellarium called Stellarium Mobile is available for Android, iOS & Symbian as a paid version, being developed by Noctua Software. It uses OpenGL to render a realistic projection of the night sky in real time.
Stellarium was created by the French programmer Fabien Chéreau, who launched the project in the summer of 2001. Currently, Stellarium is being maintained and developed by Alexander Wolf, Georg Zotti, Marcos Cardinot, Guillaume Chéreau, Bogdan Marinov, Timothy Reaves, Ferdinand Majerech and Jörg Müller. There are a number of other developers who contributed with the development of Stellarium, including Robert Spearman, Johannes Gajdosik, Matthew Gates, Nigel Kerr, and Johan Meuris, who is responsible for the artwork





Purvamimamsa