5 Interactive Experiential Learning Strategies

Interactive Experimental Learning Strategies

Instructional Puzzles

This great experiential learning activity requires an individual or team to solve one or more puzzles. A puzzle is a game that tests a person’s knowledge or ingenuity. This experience may involve cryptograms, crossword puzzles, jigsaw puzzles, and much more.

Example- One Word

This is a fast simulation game that helps to reinforce flexible problem-solving skills. The exercise involves a word puzzle in the form of anagrams. The instructor begins with the word ‘new’ and then followed by another four-letter word. The objective of this exercise is to rearrange the seven letters from these two words to form one meaningful word. For example, the word ‘new’ and ‘soap’ can be rearranged to come up with the word ‘weapon’. The simulation continues with a half dozen more words.

Creating words in the form of anagrams is both exciting and motivating for the participants. This simulation relates to the need for flexibility at workplaces.

Experimental Learning: Puzzle

Frame Games

A frame game refers to a template that allows the removal of already existing items and rapidly replacing them with new ones without changing how the activity is to be performed.

Example- Frame games

credit: JulienHimself

This is a brainstorming activity whereby the facilitator poses a question, and the participants have a given time to come up with a list of possible responses. Points are awarded based on each unique response listed by a team.

At the end of the deadline, the facilitator asks the participants to number their responses on their lists. He then lets the person with the longest list of answers read out aloud his responses.

The others raise up their hands and cross whatever similar responses they have on their lists. This way all duplicates are eliminated from everyone’s list. He moves on to the next participant with the longest remaining answers until he establishes a winner.

The scoring method focuses on participants coming up with innovative responses and learning to resolve emerging differences by themselves.

Computer Game Shells

Experiential computer game shells are templates that are already preformatted for building computer games. Several software templates are available for you to create your games.

Example- Splatter

The splatter is an interactive, experiential game that tests your knowledge of multiple intelligence. In this game, the screen displays a three by 4 table with a different type of intelligence and characteristics. There are twelve entries of which some are incorrect, and your challenge is to find them. If you click on an incorrect entry, an arm throws a tomato which splatters and covers the entry, and your score goes up. However, if you click a correct entry, the arm throws a tomato but bounces off and your score will not go up.

Computer game shells are animated games that are exciting and engaging. They come in levels, and the learners can perfect their mastery as they go up the various levels.

Interactive Lectures

An interactive lecture is where the instructor incorporates the engagement of the learner to interact with him, the content, and each other. The instructor might begin an interactive segment that will trigger, capture and maintain the attention of the learners.

Lectures For Experimental Learning

Example- Best Summaries

Best summaries is an exercise that uses this concept; learners are given a 10-minute chance to give a presentation at the end of each unit. The other participants then evaluate These summaries, and the best presentation receives special recognition.

You can also form teams of 4-7 members where each team is provided with a summary card. During the lecture, each team is expected to make summaries on the cards. Now let the teams swap their summary cards such that no team has possession of their card. Let members of each team collaboratively review the summary cards and select the best one using whatever criteria they feel suitable. Conclude the evaluation activity by reading out the summary that was rated the best.

Having learners summarize your presentation at certain intervals is a technique for encouraging them to listen carefully, take notes, and review the content.

Action Learning Devices

Action learning devices are tools designed for experiential learning, ascertaining individual, group, and organizational behaviors. They help an organization in its quest for excellence through leadership development, coaching, and enhancing thinking skills.

Example- Electric Maze

The electric maze by Intel is an electronically programmed innovative activity that challenges participants to maneuver through a safe path without triggering an alarm. The electric maze consists of a 6’ by 8’ grid carpet pattern divided into 48 squares. Each square has a pressure-sensitive switch, and the objective of this activity is to walk through each square either horizontally, vertically, or diagonal without activating the alarm. If you trigger the alarm, you must backtrack, step off the maze and let the next person try. As the game progresses, the group must slowly figure out the safe paths through the maze. The game comes to an end after every member of the team has safely crossed the maze.

The benefit of this activity is to enhance the essential skills for team building and organization success. It will also help in fostering effective communication, leadership roles, and skillful planning to achieve organizational success.


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