This third volume of the series on experiential learning concerns itself principally with creating those experiences that simulate some life situation. This volume focuses on those simulation exercises, providing lots of examples and variations, using all the senses and all parts of the brain.
Designed to demonstrate how to debrief educational experiences, Experiential Learning 2 : Invention is "a gold mine" of questions and exercises useful for conducting retrospectives of on-the-job work. What could be more eductational than on-the-job work?
The ‘untrapped mind’ is open enough to see many possibilities, humble enough to learn from anyone and everything, perceptive enough to see things as they really are, and wise enough to judge their true value. Komusuke Matsushita
This book teaches kids between 10 and 14 years old the basics of programming. You need a Mac computer to follow along with the examples. The examples use Terminal, nano, Ruby and irb. (Yes, I'm serious!) (Leanpub authors: The GitHub repository for this book is here, as an example!)
At present, the Experiential Learning series currently consists of four volumes. This first volume—Beginning—concerns getting started: starting using the experiential method, starting to design exercises, and getting a particular exercise off to a good start. It should be particularly helpful for short classes—a day or two, or even an hour or two—though it could be for starting to use experiential parts of a longer workshop consisting of both short and long experiential pieces as well as more traditional learning models.