Experiential Learning
“Experiential learning addresses the needs and
wants of the learner” (Culatta, 2013) . According to Carl Rogers,
the role of the teacher is to set a positive climate for learning, clarify
purposes of the learners, organizing and making available learning resources,
balancing intellectual and emotional components of learning, and sharing
feelings and thoughts with learners. He also says that learning is facilitated
when the students participate in the learning process and have some control in
its direction and is based upon direct confrontation with research problems. John
Dewey also strongly believed in experiential learning because he knew that
students had the ability to learn and grow through their educational and life experiences.
“Dewey said that an educator must take into account the unique differences
between each student” (Neill, 2005) . Educators must keep
in mind that in order to create a meaningful learning environment they must
take into consideration the backgrounds that students come from and the
expertise they bring with them into the classroom. If class is started with
material that students can relate to they will be able to be a part of the
learning that is taking place.
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Principles of Experiential Learning
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1.
Significant learning takes place when the subject
matter is relevant to the personal interests of the student
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2.
Learning which is threatened to the self are more
easily assimilated when external threats are at a minimum
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3.
Learning proceeds faster when the threat to the self
is low
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4.
Self-initiated learning is the most lasting and
pervasive
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Through various types of
internet-based applications, I believe the instructor is able to create an
environment where students will grow and enjoy learning using their own
experiences as the foundation to grow. Online collaboration such as Blogger, Twitter, and sharing a google docs are all great ways for students to control
the direction of their learning. It gives them power over what they are
learning and the opportunity to share themselves with the rest of the class. Online
gaming, when given different games to choose from, allows the learner to choose
an option that is most relevant to their personal interests while playing a
game that will still teach the material that needs to be taught. Classroom
management applications such as Edmodo allow the students to be a part of
learning even beyond the classroom opening up even more opportunities for
learners to be connected to their learning environment. Mash-up applications
are able to bring together various types of multi-media including text, images,
audio, video, and animation as a means to educate. By using mash-up
applications in the classroom, the educator is able to meet the varying needs
of learners. Internet-based applications lend themselves to allowing students
to have an experiential learning experience in many different ways and
capacities if they are used wisely and in the right way by educators.
References
Culatta, R. (2013). Experiential Learning.
Retrieved from Instructional Design:
http://www.instructionaldesign.org/theories/experiental-learning.html
Neill, J. (2005, January 26). John Dewey, the Modern
Father of Experiential Education. Retrieved from Wilderdom:
http://www.wilderdom.com/experiential/ExperientialDewey.html


This theory is something that really hits home with me because I am a terrible test taker. You can lecture me all day but if I can’t actually “do” what you are lecturing I will never remember it. Now as an adult learner I bring a lot of experience into a learning environment and this should sway how the instructor delivers the content. I am also a firm believer in the learning pyramid when I comes to learning retention. Educators are becoming like facilitators rather than instructors and being the single source of information. We now can teaching children and adults how to educate themselves and help proctor the learning through experience. You are right, which the use of blogs or twitter students can use each as sources of information.
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