Experiential learning V/S Conventional learning
Experiential Learning is: ‘developing personal understanding, knowledge, skills and attitudes through the analysis of, and reflection on, activity’.
In this definition ‘Activity’ can include anything from an individual explaining an idea or completing a simple task to highly complex group interactions involving a wide range of mental attributes and behaviours
Experiential learning is sometimes referred to as activity based learning or active learning.
In this definition ‘Activity’ can include anything from an individual explaining an idea or completing a simple task to highly complex group interactions involving a wide range of mental attributes and behaviours
Experiential learning is sometimes referred to as activity based learning or active learning.
What makes experiential learning special?
- experiential learning is an active process which engages the learner, not a passive process that happens to the learner.
- in ‘experiential learning’ the experience provides the platform for learning, whilst the careful analysis and reflection of the experience develops the learning
- individuals are encouraged to work things out for themselves, they are guided to and through their learning rather than being taught
- the learning individuals develop is appropriate for them: it is implicit in the approach that there are no ‘right ways of thinking’, ‘set rules, or ‘perfect behaviours’ that anyone has to learn and apply
- the commitment developed by the learner to make best use of their learning: they are central to the learning process, it is their learning.
Article resourced from www.mtalearning.com
The essence of effective experiential learning is that the entire process is centered on the learner - not the task, not the qualification standard, not the group, and certainly not the trainer's or the teacher's personal opinions.
conventional learning | experiential learning |
| learning-centred/focused - theoretical | learner-centred/focused - really doing it |
| prescribed fixed design and content | flexible open possibilities |
| for external needs (organisation, exams, etc) | for internal growth and discovery |
| transfers/explains knowledge/skills | develops knowledge/skills/emotions via experience |
| fixed structured delivery/facilitation | not delivered, minimal facilitation, unstructured |
| timebound measurable components (mostly) | not timebound, |
| suitable for groups and fixed outcomes | individually directed, flexible outcomes |
| examples: powerpoint presentations, chalk-and-talk classes, reading, attending lectures, exam study, observation, planning and hypothesising, theoretical work, unreal role-play. | examples: learning a physical activity, games and exercises, drama and role-play which becomes real, actually doing the job or task, 'outward bound' activities, teaching others, hobbies, pastimes, passions. |
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