Experiential learning is a learning beyond classroom and books and it comes to one in many different forms. This learning can occur both inside and outside the classroom.
It is a thinking process & methodology in which educators/learners persistently involve learners in direct learning with on field experience. This kind of learning gives an outcome on intensive reflection in order to enhance/tap skills, knowledge and illuminate values.
- Enables student to self- examine their actions, thought flow & even their emotional responses.
- Empower students for their future workplace
- Facilitates them to make major life choices
- Enriches & enables personal relationships
- Helps to tackle their emotional desires
Examples of Experiential learning:
- Learning about life cycle of plants at a garden
- Visualizing the habits of animals in a zoo
- Observing the ecosystem of fishes in an aquarium
- Learning to ride bicycles/bike on self
- Trying to do working models, etc
4 Stages of Experiential Learning Cycle
Twelve Types of Experiential Learning:
Enable students to learn from professional people like mentors in their relevant field with a scope for future job.
- Clinical experiences:
Gives hands-on experiences of a predetermined duration directly tied to an area of study, For example,
Nursing, pharmacy students, etc
This is like tuition to support students in training for a period of time. Example- educational institutions, corporations/ foundations -assisting for a course of study or research.
- Field work:
Permits students to explore and apply content learned in the classroom in a specified field experience away from the classroom.Example- Agriculture, Sports ground, Pharma companies, etc
Internships can be got from companies- may be with or without stipend.
Students develop competencies by applying previously gained knowledge in the respective fields.
It includes undertaking certain society’s multifaceted issues like orphanages, pennilessness, scarcity, lack of quality education, pollution, etc.
- Simulations /gaming/role-playing:
Simulations/gaming/role-playing focus to emulate a system, entity, phenomenon, or process. It allows experiments to be conducted within a fabricated situation showing real behaviours & outcomes of probable conditions.
- Student teaching:
Student teaching involves an on-site experience in a sister school and provide opportunities for formal/ informal candidate grooming with teaching experience.
- Study abroad:
It offers unique opportunity to learn & explore in a varied culture and helps in culture and knowledge transition.
- Undergraduate research:
The goal facilitates students with actively challenged questions, empirical observation, cutting-edge technologies, coupled with a sense of excitement that comes from working to answer important questions.
Volunteering is serving in a community as a passion. Most of the people serve through a non profit organization—known as formal volunteering & sometimes it could be on an individual note.
Thus, creating experiential learning keeps the aspirants more informative, memorable and transformative in this digitally transformed scenario.
This kind of transitional shift is actually a challenge in a traditional classroom.