Experiential Learning
Experiential Learning was first introduced in 1974 by David & Alice Kolb in their book Experiential Learning: Experience as the Source of Learning and Development. Experiential learning is based on a scientific discovery that people learn best from experience - that discovery was further improved upon that it's not the experience but rather the reflection on the experience that makes learning possible. Herein lies the reason that an habit (or experience) will continue to repeat itself, until we understand it and change our behaviour and thinking accordingly.
"How we learn is how we live." is probably one of David Kolb's most famous quotes. If we understand this sentence in full, we understand that we have to become better students as well.
The Kolbs defined the experiential learning model, that includes 4 primary phases:
"How we learn is how we live." is probably one of David Kolb's most famous quotes. If we understand this sentence in full, we understand that we have to become better students as well.
The Kolbs defined the experiential learning model, that includes 4 primary phases:
- The Activity
- Reflection (on that activity)
- Conceptualisation
- Application
Going through the phases by example, the whole process goes:
1. Activity - We tackle a logical challenge, presented by a facilitator, with our coworkers. Eventually we manage to complete it. 2. Reflection - Every coworker individually says how he feels, how happy he is with the challenge, if he felt useful and so on. In short, everyone elaborates on their emotional experience. In the next step, the coworkers are set into smaller groups. Every group then thinks about how the challenge was handled, what the team dynamic was like etc. 3. Conceptualisation - in this phase coworkers think which educational topic the challenge posed. This ensured that we reach basic concepts and start moving the debate into abstract thought. There's always the question: How can we use the knowledge in different situations? How can we improve our activities in our workspace? 4. Application - is, in a way, the last phase of the cycle, where coworkers try new concepts and theory in real situations - be it in workshops or in real life. This ensures new experiences are had and shared. With that, the coworkers find themselves in the phase of reflection again and the cycle continues to turn. |
Gamification and game-based learning
Advanced Online Workshops - AOW
AOW is based on extensive educational experience and digital technology implementation into the proces.
A team of highly specialised space monkeys was sent on a mission to find the best tools to implement.
They failed miserably.
But luckily, during the Corona outbreak in 2020, we spent an altogether of approx. 250 hours researching tools.
AOW is - in a nutshell - a complex system of useful tools, made easy for the users.
Exciting Online Experience
Forged in the fiery pits of digital Hades, ironed by the flaming racism of 4chan and made bulletproof by the Fedora nation, EOE is something that you've never seen before.
A short explanation would be popping a "x10" on AOW.
And this is not an overstatement.
EOE is basically a digital workshop with the production quality of Eurovision (give or take), brought to your screen and your laptop.
And nothing here, is a understatement, believe me.