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Experiential Learning
Learner Centered Approach
EESDP LEARNING STRATEGIES:
EXPERIENTIAL LEARNING
1
IN THIS WEBINAR WE WILL BE USING THESE CHANNELS
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 2
FACEBOOK PAGE: FACEBOOK.COM/EESDP
REMINDER: MUTE “MIC” BUT OPEN “CAMERA”
CHAT BOX OF ZOOM MTG.
Active e-mails plus Google Docs/Forms:
Monitor the facebook.com/eesdp page
for important LINKS
1 2
3
Experiential learning - Introduction
Experiential learning is an engaged learning process whereby
students “learn by doing” and by reflecting on the experience.
Confucius wrote:
 I hear and I forget.
 I see and I remember.
 I do and I understand.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 3
HOW DO WE MEAN BY
“ENGAGED”?
Open your browser’s to:
https://waterbearlearning.com/
how-to-use-gagnes-nine-events/
Compare it with:
https://www.mindtools.com/pag
es/article/gagne.htm
Advanced level
Steps of Experiential Learning
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
4
Can you categorize
Gagne’s 9 events into
the 4 “stages” on the
left?
Advanced level
Receive a bonus pt. if you
share your output at:
https://www.facebook.com/eesdp
Step 1- Experience
The heart of experiential learning is Experience !!!
Concrete experience describes the hands-on personal experiences that
we learn from. It’s where we try new things, get stuck in and step out of
our comfort zone.
These experiences could be anything in our personal or professional lives
(like trying a new recipe, performing a daily task at work or simply
missing a typo).
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
5
PLEASE SHARE YOUR THOUGHTS:
 Can experience teach us something new?
 How can experience make us learn new things/lessons ??
 Give examples from your daily lives where you learnt from your
experiences. What and How did you learn??
Use CHAT box in
Zoom or comment
your screenshot in
the thread topic of
our Facebook Page:
www.facebook.com/eesdp
You can use paper and pen (simply draw and take photo after) ;
or a software for mind mapping like:
• www.MINDMUP
• www.xmind.net/
• http://freemind.sourceforge.net
Let’s experience creating a mind map
Each participant is required to create a mind map
and answer following questions at minimum.
You are encouraged to add more nodes to your mind map. ,
following are just food for thought, you have 5 minutes to
complete this task.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
6
PLEASE SHARE YOUR
THOUGHTS:
1) Can experience teach us
something new?
2) How can experience
make us learn new
things/ lessons ?
3) Give examples from your
daily lives where you
learnt from your
experiences. What and
How did you learn??
5 MINUTES ONLY!
Sample
MINDMAP
EXPERIENCE
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 7
to take a screenshot, of your PHONE
screen: just hold the Volume down key and
the Power key (Side key) simultaneously. The
screen will flash, indicating that a screenshot
was captured THEN GO TO:
www.facebook.com/eesdp
then “Ctrl V” (Paste) on comment section.
CLICK “PrtScr” on your keyboard,
GO TO: www.facebook.com/eesdp
then “Ctrl V” (Paste) on comment
section.
HOW TO SHARE: individual
mindmaps
Use CHAT box in Zoom or comment your screenshot OF YOUR
MINDMAP in the thread topic of our Facebook Page:
www.facebook.com/eesdp
Look for this pic:
And comment under it
Group-learn #1 :
Discuss your individual mind maps in groups of 3-4
and combine to create a fresh group mind map
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
8
TIME IS UP!
5 MINUTES ONLY!
SUB IDEA : A
SUB-IDEA: B
SUB IDEA : A
SUB-IDEA: B
SUB IDEA : A
SUB-IDEA: B
EXPERIENCE
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 9
post your comments now
SHARE SCREEN OF LIVE COMMENTS ON
www.facebook.com/eesdp
Let’s share our Mind maps:
 display all group mind maps for sharing (post screen shots)
 each group shall summarize their group’s mind map and share
how this exercise/experience has made them learn something
new. (2 minutes per group only)
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 10
Group-learn #2 : collaborative processing
Summary of the mind mapping activity:
(Those who learned A LOT two claps pls!
Those who learned something, 3 claps
please!)
Who else made the following Conclusion: “Through
experience we can learn from our successes and
failures. It’s what happens next that creates real
behavior change! But we will only be able to learn from
our experiences if we ponder upon them or when we
REFLECT successfully on our experiences.”
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 11
This sample used
MINDMUP.com
https://atlas.mindmup
.com/2021/05/4aca4
200c23011ebb154e7
7aff1d00f8/_experien
ce/index.html
Step 2 - Reflection
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 12
So, this is a stage of analysis,
observing alternatives and
drawing up pros and cons.
REFLECTION is the step 2 of experiential learning cycle
 It is during this stage that we consider and ponder
experiences.
 It is the time to think: “What went right and what could
be improved?”
 It is also a chance to observe how it could have been
done differently and to learn from others.
Step 3 - Conceptualization
 This is step 3 of experiential learning cycle: observing and learning
from the experiences of others..
 How do people’s reactions to an experience differ from our own? Why
did someone succeed in a certain task?
 What did they do that I can learn from?
 Social learning can help students learn from each other by providing
opportunities for learners to share their experiences. Encourage
learners to share videos of their experiences and examples of what
works for them
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
13
This is the stage to
generalize or
conceptualize the
relationships between
one’s inputs/behavior
and the successful
outputs.
Step 4: Apply/Do it again/Experiment
This is the final step of experiential learning cycle: apply learning from the experience with an aim to
obtain better outcomes this time.
How is it possible to obtain better results this time??
 Once we have identified the relationship between inputs and outputs and have understood the defining
characteristics of an experience (PROCESS), we can decide what we will do differently next time
(Behavioral change), if anything.
 This is a time for planning and brainstorming strategies for success.
 This is where we get to experiment with our ideas. In this experiment phase, students are asked to
review the process and re-do it, with the aim to have a better outcome.
 Don’t forget to give learners the chance to try, try again!
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 14
How to Implement Experiential learning in Classrooms?
Now that we understand how experiential learning cycle works:
 Think how YOU can implement experiential learning in class rooms,
(teaching and learning process)
 simple, we follow the steps:
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
15
Following are simplified experiential learning cycles, which
explain how to implement it in class room?
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
16
Hands-on activities
games
experiments
THE ARTS
VIDEO
LECTURES
PODCAST/VLOG
LECTURES
CONTENT RICH
WEBSITES
ONLINE
CHATS/MTGS
TESTS
REFLECTIVE
VLOGS/TIKTOKS
REFLECTIVE
POSTS
BLOGS
CREATIVE,
PERSONALIZED
PROJECTS&
PRESENTATIONS
How to Implement Experiential learning in Classrooms?
The first step is to simulate concrete experiences!
 Simulated learning provides a platform to recreate real-
world tasks within the safety of classroom reality.
 This is where we plan an activity which provides an
opportunity to students to experience what happens in
different real world situations and provide them chance to
practice and polish their skills.
 There are different methods to simulate concrete
experiences (or plan activity) that reflect reality, such as:
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 17
1
How to Implement Experiential learning in Classrooms ?
Methods In Using
Experiential Learning …
These are the various methods in using
experiential learning in class rooms.
Each method aims to provide the
learning experience or opportunity to
feel, touch, do, hear, speak, etc.
what is being learned then gain lessons
from it in order to do it much better next
time.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 18
Experiential Learning Umbrella
If you notice methods of using experiential learning, you will find out that many
of our teaching strategies can be classified under the umbrella of Experiential
learning.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 19
How to Implement Experiential learning in Classrooms ?
Don’t miss this part …..
REFLECTION !!!!
Which ever method you apply, an important part of experiential learning is to
make students REFLECT on their experiences or on the activities they
performed.
Following a piece of learning or simulated experience you could include open
ended quizzes that invite learners to consider and evaluate their experience.
Another important factor in the reflective observation stage of experiential learning
is observing and learning from the experiences of others. This is where they
CONCEPTUALIZE or GENERALIZE the patterns or relationships between one’s
inputs and the achieved outcomes.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 20
How to Implement Experiential learning in Classrooms ?
Allow learners to apply/redo/experiment
 Don’t forget to give learners the chance to try, try again!
 Through simulated experiences, reflective questions and social learning,
everyone will be eager to try out their new skills.
 Encourage people to head back into the training and take on the challenges
again!
This is the final step i.e. Apply/Do it again/Experiment
where students are asked to review the process and re-do it, with the aim to have
a better outcome.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 21
SO ARE YOU READY TO EXPERIENCE IT NOW ??????
ACTIVITY
TIME !!!!
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 22
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 23
LEARNING TASK: Develop a projectile launcher and
receiver that can successfully launch an aluminum foil
ball as far as possible and catch it with out letting it
touch the ground.
WE ARE LEARNING TO (WALT )--- “THINK SCIENTIFICALLY”
Assessment of groups 'outputs
All groups shall display their ball launchers and launch a ball using it. Groups shall be
marked based on the following two factors:
1. Distance/Range covered by the ball
2. Number of objects used
Thus following formula shall be used to calculate the score:
Score = Distance in centimeters – No. of objects used
WHAT I’M LOOKING FOR (WILF):
Step 1- Experience/Do it
Ball Launcher Challenge
Develop a projectile launcher and receiver that can successfully launch an
aluminum foil ball as far as possible and catch it with out letting it touch the
ground. You can only use the material provided to you. The farther your ball flies
before being successfully caught by the receiver and the minimum material you
use, the more points you get. Note that you can only use one finger to launch the
ball/projectile.
You have 30 minutes to complete this task.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 24
Step 1- Experience/Do it
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 25
5 MINUTES ONLY!
Step 1- Experience/Do it –
(Simulating experience by watching video)
Watch this video and assume yourself to be developing a ball launcher (catapult)
and a receiver and propose ways that you would adopt to make your ball cover
the maximum distance.
https://www.youtube.com/watch?v=DyDZ_4mwnnc
Once you have watched the video, you will have 10 minutes to come up with a
design modification strategy that will help you score more points based on the
assessment criteria.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 26
What would you do if you are provided with the
same material??
1) Would you use the same design strategy?
2) Would you change any thing in the design?
3) How would you plan to develop a receiver
device?
Assessment criteria
Score = Distance in
centimeters – No. of
objects used
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 27
ARE YOU READY TO SHARE YOUR PLANS??????
Share and
learn
together!!!!
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 28
TIME IS UP!
Step 2- Reflection
Time to reflect upon your experience!!!
1. Was your device able to launch and catch a ball successfully?
2. How was your experience?
3. What went right and how well did you perform?
4. How can you improve your performance next time and come up with a better plan?
5. Is it possible to minimize the amount of material you used with out compromising on
the output?
5 minutes will be provided for this step. Each participant will be provided meta cards to
write down their reflection. Participants of webinar to answer questions in red.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 29
5 MINUTES ONLY!
Step 3- Conceptualize/Generalize
This is the time to look at the outputs of others and learn from their experiences. Look at the best
output and analyse what did that group do differently and obtained a better result? Following
questions can help you conceptualize learning:
1. Which factor do you think you should change next time to make your ball cover more distance
(range)?
2. What is the impact of changing the launch angle on the range/distance covered by the ball?
3. What is the impact of changing the initial velocity with which you launched the ball?
4. Can you establish the mathematical relationship between the range and the following factors:
(i) Launch angle (ii) Initial velocity
5. Do you see the role of the ball’s weight and acceleration due to gravity in affecting the motion of
the ball?
10 minutes will be provided for this task, each group will write down their responses on a meta card (if
live workshop) if webinar: USE CHAT BOX to message your answers.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 30
Step 4- Experiment/Apply/Do it again
This is the time to apply your learning by active experimentation !!!
 Based on the relationships you conceptualized in step 3, can you now improve
the design of your device and experiment whether the developed
relationships hold good?
 You should now change the factors you analyzed in step 3 and come up with a
better design.
 Can you now think of ways that you will apply to enhance your performance
when you play your favorite sports (such as cricket, football, basketball,
badminton) using your understanding of projectile motion?
10 minutes will be provided to allow participants to experiment with their
designs, webinar participants to answer question in red during the webinar.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 31
Self learning
task
You are encouraged to
develop your own ball
launcher and receiver
device and post
pictures/videos on our
face book group.
Reflection on Experiential
Learning Activity
The activity that we performed has following important features of experiential
learning and learner centered approach of teaching:
(i) It allows learners to have hands on experience of projectile motion and learn its
related concepts.
(ii) It provides opportunity to learners to reflect on their experiences and thus learn
better.
(iii) It connects learning to real world applications of projectile motion and thus
enables them to apply their learnings in their daily life.
(iv) It targets higher order thinking skills promoting learners to analyse, evaluate and
innovate.
(v) It ensures active participation of learners and makes learning exciting for them
and thus fosters long lasting learning.
(vi) It uses one of the creative methods of experiential learning i.e. model building
(vii) It allows development of 21st century skills
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 32
Benefits Of Experiential Learning
 Ability to immediately apply knowledge. Experiential learning is an opportunity for
learners to apply what they've been taught to solve real-world challenges. ...
 Access to real-time coaching and feedback. ...
 Promotion of teamwork and communication skills. ...
 Development of reflective practice habits. ...
 Accomplishments are obvious.
In experiential learning, the teacher should never forget to end the session with students
being asked to reflect what they have learned and arrived at insights or lessons gained
from the experience.
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 33
Activity 2: Performance Task
Develop a lesson plan on any topic from your subject specific curriculum guide
using Experiential learning as a teaching strategy. Discuss how will you conduct
all procedural steps of the experiential learning cycle.
34
20 MINUTES ONLY!
Activity 2: Performance
Task to earn CERTIFICATE
Display all group lesson plans for sharing
(post in class FB Group/Google
Classroom/share screens). One group shall
be selected for presenting the lesson plan
in 5 to 7 minutes.
Feedback on the presentation will be
discussed in 3 minutes.
35
Activity 2: Performance Task to earn CERTIFICATE
LIVE:
Display all group lesson plans for
sharing (post in class FB
Group/Google Classroom/share
screens). One group shall be
selected for presenting the
lesson plan in 5 to 7 minutes.
Feedback on the presentation
will be discussed in 3 minutes.
WEBINAR:
Message Facebook.com/EESDP
and attach your samples for
comments/suggestions:
36
What do I
know about
my students
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 37
We welcome your
questions !!!!!!
Please raise hands
to be recognized/
Type your questions
in ZOOM CHAT BOX
For more information, please watch the video and refer to
the teacher training manual
(message facebook.com/eesdp to request e-copy)
https://www.youtube.com/watch?fbclid=IwAR2qbX105Cbf3eZsjTiN2H8l8oGCvdfvx7ulWDD4iI4
7Tii5egnkySdBSc4&v=U-gHXehCEmA&feature=youtu.be
38
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 39
SPECIAL THANKS TO:
The Department of Teacher Education (DTE)
The Department of General Education (DGE)
The Research Institute for Educational Sciences (RIES)
The IFEAD
The EESDP Project Management Unit
The Project Implementation Consultants
Hosted by:
Dr. Bernadette V. Gonzales, Team Leader
Presentors:
Ms. Zehra Zaheer (Curriculum Development Specialist)
Khamphanh Phimsipasom, National Deputy Team Leader
Technical Support: (ICT/Assessment)
Joel Wayne A. Ganibe, Phoungkham Somsanith, Phonexay Soukkaseum, Jamil Lagunzad

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Module 1 experiential learning june 1 final eesdp [english]

  • 1. Experiential Learning Learner Centered Approach EESDP LEARNING STRATEGIES: EXPERIENTIAL LEARNING 1
  • 2. IN THIS WEBINAR WE WILL BE USING THESE CHANNELS EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 2 FACEBOOK PAGE: FACEBOOK.COM/EESDP REMINDER: MUTE “MIC” BUT OPEN “CAMERA” CHAT BOX OF ZOOM MTG. Active e-mails plus Google Docs/Forms: Monitor the facebook.com/eesdp page for important LINKS 1 2 3
  • 3. Experiential learning - Introduction Experiential learning is an engaged learning process whereby students “learn by doing” and by reflecting on the experience. Confucius wrote:  I hear and I forget.  I see and I remember.  I do and I understand. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 3 HOW DO WE MEAN BY “ENGAGED”? Open your browser’s to: https://waterbearlearning.com/ how-to-use-gagnes-nine-events/ Compare it with: https://www.mindtools.com/pag es/article/gagne.htm Advanced level
  • 4. Steps of Experiential Learning EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 4 Can you categorize Gagne’s 9 events into the 4 “stages” on the left? Advanced level Receive a bonus pt. if you share your output at: https://www.facebook.com/eesdp
  • 5. Step 1- Experience The heart of experiential learning is Experience !!! Concrete experience describes the hands-on personal experiences that we learn from. It’s where we try new things, get stuck in and step out of our comfort zone. These experiences could be anything in our personal or professional lives (like trying a new recipe, performing a daily task at work or simply missing a typo). EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 5 PLEASE SHARE YOUR THOUGHTS:  Can experience teach us something new?  How can experience make us learn new things/lessons ??  Give examples from your daily lives where you learnt from your experiences. What and How did you learn?? Use CHAT box in Zoom or comment your screenshot in the thread topic of our Facebook Page: www.facebook.com/eesdp
  • 6. You can use paper and pen (simply draw and take photo after) ; or a software for mind mapping like: • www.MINDMUP • www.xmind.net/ • http://freemind.sourceforge.net Let’s experience creating a mind map Each participant is required to create a mind map and answer following questions at minimum. You are encouraged to add more nodes to your mind map. , following are just food for thought, you have 5 minutes to complete this task. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 6 PLEASE SHARE YOUR THOUGHTS: 1) Can experience teach us something new? 2) How can experience make us learn new things/ lessons ? 3) Give examples from your daily lives where you learnt from your experiences. What and How did you learn?? 5 MINUTES ONLY! Sample MINDMAP EXPERIENCE
  • 7. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 7 to take a screenshot, of your PHONE screen: just hold the Volume down key and the Power key (Side key) simultaneously. The screen will flash, indicating that a screenshot was captured THEN GO TO: www.facebook.com/eesdp then “Ctrl V” (Paste) on comment section. CLICK “PrtScr” on your keyboard, GO TO: www.facebook.com/eesdp then “Ctrl V” (Paste) on comment section. HOW TO SHARE: individual mindmaps Use CHAT box in Zoom or comment your screenshot OF YOUR MINDMAP in the thread topic of our Facebook Page: www.facebook.com/eesdp Look for this pic: And comment under it
  • 8. Group-learn #1 : Discuss your individual mind maps in groups of 3-4 and combine to create a fresh group mind map EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 8 TIME IS UP! 5 MINUTES ONLY! SUB IDEA : A SUB-IDEA: B SUB IDEA : A SUB-IDEA: B SUB IDEA : A SUB-IDEA: B EXPERIENCE
  • 9. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 9 post your comments now SHARE SCREEN OF LIVE COMMENTS ON www.facebook.com/eesdp
  • 10. Let’s share our Mind maps:  display all group mind maps for sharing (post screen shots)  each group shall summarize their group’s mind map and share how this exercise/experience has made them learn something new. (2 minutes per group only) EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 10 Group-learn #2 : collaborative processing Summary of the mind mapping activity: (Those who learned A LOT two claps pls! Those who learned something, 3 claps please!) Who else made the following Conclusion: “Through experience we can learn from our successes and failures. It’s what happens next that creates real behavior change! But we will only be able to learn from our experiences if we ponder upon them or when we REFLECT successfully on our experiences.”
  • 11. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 11 This sample used MINDMUP.com https://atlas.mindmup .com/2021/05/4aca4 200c23011ebb154e7 7aff1d00f8/_experien ce/index.html
  • 12. Step 2 - Reflection EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 12 So, this is a stage of analysis, observing alternatives and drawing up pros and cons. REFLECTION is the step 2 of experiential learning cycle  It is during this stage that we consider and ponder experiences.  It is the time to think: “What went right and what could be improved?”  It is also a chance to observe how it could have been done differently and to learn from others.
  • 13. Step 3 - Conceptualization  This is step 3 of experiential learning cycle: observing and learning from the experiences of others..  How do people’s reactions to an experience differ from our own? Why did someone succeed in a certain task?  What did they do that I can learn from?  Social learning can help students learn from each other by providing opportunities for learners to share their experiences. Encourage learners to share videos of their experiences and examples of what works for them EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 13 This is the stage to generalize or conceptualize the relationships between one’s inputs/behavior and the successful outputs.
  • 14. Step 4: Apply/Do it again/Experiment This is the final step of experiential learning cycle: apply learning from the experience with an aim to obtain better outcomes this time. How is it possible to obtain better results this time??  Once we have identified the relationship between inputs and outputs and have understood the defining characteristics of an experience (PROCESS), we can decide what we will do differently next time (Behavioral change), if anything.  This is a time for planning and brainstorming strategies for success.  This is where we get to experiment with our ideas. In this experiment phase, students are asked to review the process and re-do it, with the aim to have a better outcome.  Don’t forget to give learners the chance to try, try again! EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 14
  • 15. How to Implement Experiential learning in Classrooms? Now that we understand how experiential learning cycle works:  Think how YOU can implement experiential learning in class rooms, (teaching and learning process)  simple, we follow the steps: EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 15
  • 16. Following are simplified experiential learning cycles, which explain how to implement it in class room? EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 16 Hands-on activities games experiments THE ARTS VIDEO LECTURES PODCAST/VLOG LECTURES CONTENT RICH WEBSITES ONLINE CHATS/MTGS TESTS REFLECTIVE VLOGS/TIKTOKS REFLECTIVE POSTS BLOGS CREATIVE, PERSONALIZED PROJECTS& PRESENTATIONS
  • 17. How to Implement Experiential learning in Classrooms? The first step is to simulate concrete experiences!  Simulated learning provides a platform to recreate real- world tasks within the safety of classroom reality.  This is where we plan an activity which provides an opportunity to students to experience what happens in different real world situations and provide them chance to practice and polish their skills.  There are different methods to simulate concrete experiences (or plan activity) that reflect reality, such as: EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 17 1
  • 18. How to Implement Experiential learning in Classrooms ? Methods In Using Experiential Learning … These are the various methods in using experiential learning in class rooms. Each method aims to provide the learning experience or opportunity to feel, touch, do, hear, speak, etc. what is being learned then gain lessons from it in order to do it much better next time. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 18
  • 19. Experiential Learning Umbrella If you notice methods of using experiential learning, you will find out that many of our teaching strategies can be classified under the umbrella of Experiential learning. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 19
  • 20. How to Implement Experiential learning in Classrooms ? Don’t miss this part ….. REFLECTION !!!! Which ever method you apply, an important part of experiential learning is to make students REFLECT on their experiences or on the activities they performed. Following a piece of learning or simulated experience you could include open ended quizzes that invite learners to consider and evaluate their experience. Another important factor in the reflective observation stage of experiential learning is observing and learning from the experiences of others. This is where they CONCEPTUALIZE or GENERALIZE the patterns or relationships between one’s inputs and the achieved outcomes. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 20
  • 21. How to Implement Experiential learning in Classrooms ? Allow learners to apply/redo/experiment  Don’t forget to give learners the chance to try, try again!  Through simulated experiences, reflective questions and social learning, everyone will be eager to try out their new skills.  Encourage people to head back into the training and take on the challenges again! This is the final step i.e. Apply/Do it again/Experiment where students are asked to review the process and re-do it, with the aim to have a better outcome. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 21
  • 22. SO ARE YOU READY TO EXPERIENCE IT NOW ?????? ACTIVITY TIME !!!! EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 22
  • 23. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 23 LEARNING TASK: Develop a projectile launcher and receiver that can successfully launch an aluminum foil ball as far as possible and catch it with out letting it touch the ground. WE ARE LEARNING TO (WALT )--- “THINK SCIENTIFICALLY” Assessment of groups 'outputs All groups shall display their ball launchers and launch a ball using it. Groups shall be marked based on the following two factors: 1. Distance/Range covered by the ball 2. Number of objects used Thus following formula shall be used to calculate the score: Score = Distance in centimeters – No. of objects used WHAT I’M LOOKING FOR (WILF):
  • 24. Step 1- Experience/Do it Ball Launcher Challenge Develop a projectile launcher and receiver that can successfully launch an aluminum foil ball as far as possible and catch it with out letting it touch the ground. You can only use the material provided to you. The farther your ball flies before being successfully caught by the receiver and the minimum material you use, the more points you get. Note that you can only use one finger to launch the ball/projectile. You have 30 minutes to complete this task. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 24
  • 25. Step 1- Experience/Do it EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 25 5 MINUTES ONLY!
  • 26. Step 1- Experience/Do it – (Simulating experience by watching video) Watch this video and assume yourself to be developing a ball launcher (catapult) and a receiver and propose ways that you would adopt to make your ball cover the maximum distance. https://www.youtube.com/watch?v=DyDZ_4mwnnc Once you have watched the video, you will have 10 minutes to come up with a design modification strategy that will help you score more points based on the assessment criteria. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 26 What would you do if you are provided with the same material?? 1) Would you use the same design strategy? 2) Would you change any thing in the design? 3) How would you plan to develop a receiver device? Assessment criteria Score = Distance in centimeters – No. of objects used
  • 27. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 27
  • 28. ARE YOU READY TO SHARE YOUR PLANS?????? Share and learn together!!!! EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 28 TIME IS UP!
  • 29. Step 2- Reflection Time to reflect upon your experience!!! 1. Was your device able to launch and catch a ball successfully? 2. How was your experience? 3. What went right and how well did you perform? 4. How can you improve your performance next time and come up with a better plan? 5. Is it possible to minimize the amount of material you used with out compromising on the output? 5 minutes will be provided for this step. Each participant will be provided meta cards to write down their reflection. Participants of webinar to answer questions in red. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 29 5 MINUTES ONLY!
  • 30. Step 3- Conceptualize/Generalize This is the time to look at the outputs of others and learn from their experiences. Look at the best output and analyse what did that group do differently and obtained a better result? Following questions can help you conceptualize learning: 1. Which factor do you think you should change next time to make your ball cover more distance (range)? 2. What is the impact of changing the launch angle on the range/distance covered by the ball? 3. What is the impact of changing the initial velocity with which you launched the ball? 4. Can you establish the mathematical relationship between the range and the following factors: (i) Launch angle (ii) Initial velocity 5. Do you see the role of the ball’s weight and acceleration due to gravity in affecting the motion of the ball? 10 minutes will be provided for this task, each group will write down their responses on a meta card (if live workshop) if webinar: USE CHAT BOX to message your answers. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 30
  • 31. Step 4- Experiment/Apply/Do it again This is the time to apply your learning by active experimentation !!!  Based on the relationships you conceptualized in step 3, can you now improve the design of your device and experiment whether the developed relationships hold good?  You should now change the factors you analyzed in step 3 and come up with a better design.  Can you now think of ways that you will apply to enhance your performance when you play your favorite sports (such as cricket, football, basketball, badminton) using your understanding of projectile motion? 10 minutes will be provided to allow participants to experiment with their designs, webinar participants to answer question in red during the webinar. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 31 Self learning task You are encouraged to develop your own ball launcher and receiver device and post pictures/videos on our face book group.
  • 32. Reflection on Experiential Learning Activity The activity that we performed has following important features of experiential learning and learner centered approach of teaching: (i) It allows learners to have hands on experience of projectile motion and learn its related concepts. (ii) It provides opportunity to learners to reflect on their experiences and thus learn better. (iii) It connects learning to real world applications of projectile motion and thus enables them to apply their learnings in their daily life. (iv) It targets higher order thinking skills promoting learners to analyse, evaluate and innovate. (v) It ensures active participation of learners and makes learning exciting for them and thus fosters long lasting learning. (vi) It uses one of the creative methods of experiential learning i.e. model building (vii) It allows development of 21st century skills EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 32
  • 33. Benefits Of Experiential Learning  Ability to immediately apply knowledge. Experiential learning is an opportunity for learners to apply what they've been taught to solve real-world challenges. ...  Access to real-time coaching and feedback. ...  Promotion of teamwork and communication skills. ...  Development of reflective practice habits. ...  Accomplishments are obvious. In experiential learning, the teacher should never forget to end the session with students being asked to reflect what they have learned and arrived at insights or lessons gained from the experience. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 33
  • 34. Activity 2: Performance Task Develop a lesson plan on any topic from your subject specific curriculum guide using Experiential learning as a teaching strategy. Discuss how will you conduct all procedural steps of the experiential learning cycle. 34 20 MINUTES ONLY!
  • 35. Activity 2: Performance Task to earn CERTIFICATE Display all group lesson plans for sharing (post in class FB Group/Google Classroom/share screens). One group shall be selected for presenting the lesson plan in 5 to 7 minutes. Feedback on the presentation will be discussed in 3 minutes. 35
  • 36. Activity 2: Performance Task to earn CERTIFICATE LIVE: Display all group lesson plans for sharing (post in class FB Group/Google Classroom/share screens). One group shall be selected for presenting the lesson plan in 5 to 7 minutes. Feedback on the presentation will be discussed in 3 minutes. WEBINAR: Message Facebook.com/EESDP and attach your samples for comments/suggestions: 36 What do I know about my students
  • 37. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 37 We welcome your questions !!!!!! Please raise hands to be recognized/ Type your questions in ZOOM CHAT BOX
  • 38. For more information, please watch the video and refer to the teacher training manual (message facebook.com/eesdp to request e-copy) https://www.youtube.com/watch?fbclid=IwAR2qbX105Cbf3eZsjTiN2H8l8oGCvdfvx7ulWDD4iI4 7Tii5egnkySdBSc4&v=U-gHXehCEmA&feature=youtu.be 38 EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING
  • 39. EESDP LEARNING STRATEGIES EXPERIENTIAL LEARNING 39 SPECIAL THANKS TO: The Department of Teacher Education (DTE) The Department of General Education (DGE) The Research Institute for Educational Sciences (RIES) The IFEAD The EESDP Project Management Unit The Project Implementation Consultants Hosted by: Dr. Bernadette V. Gonzales, Team Leader Presentors: Ms. Zehra Zaheer (Curriculum Development Specialist) Khamphanh Phimsipasom, National Deputy Team Leader Technical Support: (ICT/Assessment) Joel Wayne A. Ganibe, Phoungkham Somsanith, Phonexay Soukkaseum, Jamil Lagunzad