Learning Models
Week 7

Experiential Learning: Experiential learning is about active engagement in learning experiences and reflection or "learning by doing," first introduced by John Dewey. This means it is not just the mere experience but what you get by reflecting on your learning experience. Experiential learning can be built into different deliveries, from outdoor adventures to workplace simulations, role-playing exercises, community service projects, or a virtual online classroom. Each experiential learning activity provides practical, hands-on experience, showcases creativity, enhances decision-making capabilities, and fosters critical thinking skills.
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John Dewey was an American philosopher and psychologist who was one of the most influential proposers of Experiential Learning Theory and Pragmatism. One of his famous quotes is: "We do not learn from experience. We learn from reflecting on experience".
Project-Based Learning (PBL): Project-based learning is about receiving a problem, researching it, and collaborating to brainstorm materials, problems, solutions, outcomes, and ways to present their findings. This approach has great benefits for learners and professionals alike, such as engagement, great depth of understanding, analysis, critical thinking skills, communication, and creativity (thinking outside the box). Project-based learning is one of the methodologies of Constructivism by Jean Piaget.
Jean Piaget was a Swiss psychologist and theorist and one of the great proposers of Constructivism and the cognitive development that occurs as we move from infancy to adulthood. One of his famous quotes is: "What we see changes what we know. What we know changes what we see."


Gamification: Gamification is not a mere game but an educational approach to amplify a learning experience. It stimulates Motivation and can be used in most professional fields and K-12 education settings. Stemming from Behaviorism and the Flow Theory first introduced in the 1970s by Mihaly Csikszentmihalyi, gamification aids Motivation, engagement, and learner focus by providing rewards, achievements, challenges, badges, progress bar display, music, friendly competitions, levels, leader boards, etc. Some great examples of gamification are Kahoot!, Duolingo and Archy Learning, among others. Some additional benefits of gamification are that it helps develop a growth mindset by wanting to try new things and take risks without shame, learning from mistakes or failing, and sparking curiosity.
Mihaly Csikszentmihalyi, "The Father of Flow," was a Hungarian-American psychologist, researcher, educator, public speaker, and co-director of Claremont Graduate University's Quality of Life Research Center. He was also the pioneering co-founder of positive psychology. One of his famous quotes is: "Try to be inspired by something every day. Try to inspire at least one person every day".
Sources and Citations
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Sprouts. (2015, October 12). Experiential learning: how we all learn naturally [Video]. YouTube. https://www.youtube.com/watch?v=aF63HHVbpQ8
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​Bates, A., & Bates, A. (2015, April 5). 3.6 Experiential learning: learning by doing (2). Pressbooks. https://opentextbc.ca/teachinginadigitalage/chapter/4-4-models-for-teaching-by-doing/
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John Dewey Quotes (Author of Art as Experience). (n.d.). https://www.goodreads.com/author/quotes/42738.John_Dewey
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PBLWorks. (2010, December 9). Project based learning: Explained. [Video]. YouTube. https://www.youtube.com/watch?v=LMCZvGesRz8
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Arundel, K. (2021, June 30). ISTE 2021: 4 ways to make project-based learning work online. K-12 Dive. https://www.k12dive.com/news/4-ways-to-make-project-based-learning-work-online/602592/
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Caroline. (2021, December 29). What is Project-Based Learning? A Guide for Corporate Trainers. LearnUpon. https://www.learnupon.com/blog/what-is-project-based-learning/
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Jean Piaget Quotes (Author of the Psychology of Intelligence). (n.d.). https://www.goodreads.com/author/quotes/12064.Jean_Piaget
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KnowledgeOne. (2022, October 5). Gamification [Video]. YouTube. https://www.youtube.com/watch?v=FbzT4oX6swc
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Pmp, I. D. (2023, January 19). How to use Gamification in eLearning for Maximum engagement and Effectiveness. eLearning Industry. https://elearningindustry.com/how-to-use-gamification-in-elearning-for-maximum-engagement-and-effectiveness
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Mihaly Csikszentmihalyi · The father of Flow. (2022, September 10). Claremont Graduate University. https://www.cgu.edu/people/mihaly-csikszentmihalyi/
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TOP 25 QUOTES BY MIHALY CSIKSZENTMIHALYI (of 177) | A-Z Quotes. (n.d.). A-Z Quotes. https://www.azquotes.com/author/3469-Mihaly_Csikszentmihalyi