Experiential Learning 2: Inventing
Experiential Learning 2: Inventing
About the Book
- Volume 2 Preface Supplement
- Who Should Read this Series?
- Where Can The Series Be Helpful?
- What Can Be Learned from the Series?
- How Can a Reader Help Improve Future Editions?
The Learning Cycle
- Failed Invention Phases
House of Cards
- Not Enough Telling
- Not Enough Freedom
Redesigning the House of Cards
- Adding Freedom
- Adding Constraints
- What Do We Want the Students to Learn?
- You Can’t Think of Everything
Expanding the Learning Possibilities
- A Series of Problems
- Parallel Problems
- New natural laws
- Planning for the future
- Design and Development Inventions
- Inventions When the Emphasis Is on Leadership
- The MOI(J) Matrix
- Leadership Attempts
- Inventing the Grid
Applying the Organizational Invention
- Styles of Leadership
- Levels of leadership
- Analyzing team style
Repurposing an Exercise
- Simulation dynamics
- Simulation description
A Variety of Inventions
- Other possible inventions
- Typical participant inventions
- When You Conduct a Double Class
Hammer and Nails
- An exploration
- Was this invention?
- Covering the material
Types of Invention
- A dialogue on invention methods
- Graphing observations
- Universal Questions
Tinkering With Toys
- Can learning be fun?
- Instructor notes for Tinkering with Toys
- Team A’s Handout for Phase One:
- Team B’s Handout for Phase One:
- Team C’s Handout for Phase One:
- Team D’s Handout for Phase One:
- Handout for Document Standards Teams
Additional Lessons From Tinkering With Toys
- Another invention
- Inventions come in many forms
Invention by Question
- Self-reporting questions
- Questions about the content of the exercise
- Work-related questions
- Form of the exercise
- Suggested modifications
- Follow up questions
- About the questioning itself
Managing a Jigsaw Project
- Manager reporting
- The twin pictures exercise
- The invention process
- Some inventions about the brain and pictures
- Generalization of inventions about the brain and pictures
- Discussion specific to software testing
- Creating symbols
Making Poker Hands
- Setup and process
- Time Graphs
- Emotion vs. time
Visual and Auditory Recording
- Sound recordings
The Addiction Game
- Structure of the game
- Diagrams of effects
- Organizational Mapping
- Free hand drawing
- Team Drawing
- Art Gallery
- Sorting lines
- Sorting grids
- Dynamic sorting
- Playing a Role
- Private time
- Quiet time
- Written activity sheets
- Your Personal Journal
- Body sculpting
Fishbowls for Invention
- Instructor notes for designing a problem
- Designing a Problem exercise
- Fishbowl topics for solvers
- Fishbowl topics for designers after they’ve observed the solvers
- Fishbowl topics for either solvers or designers
- The Satir interaction model
- Park Bench
Design of an Experiential Workshop
- The zero-level workshop design
- Possible improvements
- Listing essential topics
- Our Philosophy of Experiential Workshops
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