The experiential learning log leverages Canvas, a simulation, cases, various technological tools, and pedagogically sound teaching to create a scaleable, flexible, personalized, scaffolded, experiential learning combined with repeated reflection.
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- Based on Dewey's philosophical approach to learning and Kolb's theory of learning through experiences
- Activities are aligned with learning objectives and provide students with choices
- Uses specifications grading and mastery learning
- Activities are scalable, personalized, and experiential, use mastery learning, encourage reflective behaviors, and improve overall performance
Using Google templates to scaffold learning and specifications to streamline and structure grading, the assignments have specific criteria for a "complete" score. An incomplete score requires students to review the criteria and make corrections before resubmitting.
Gosen, J. & Washbush, J. (2004). A Review of scholarship on assessing experiential learning effectiveness. Simulation & Gaming, 35(2), 270-293.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development (Vol. 1). Englewood Cliffs, NJ: Prentice-Hall
Miettinen, R. (2000). The concept of experiential learning and John Dewey's theory of reflective thought and action. International journal of lifelong education, 19(1), 54-72.
Tawnya Means, email@example.com, Assistant Professor of Practice, Management
Assistant Dean and Director, College of Business Teaching and Learning Center