Inquiry into effective practices and implications to support Kolb's Experiential Learning Cycle (ELC)
EDCP 512 Semester Project
The intent of this research is to examine how learning and teaching strategies, that integrate technology (such as augmented reality [AR] and simulations), may enhance and foster the four components of Kolb’s Experiential Learning Cycle.
How can technology, such as augmented reality (AR) and simulations, be utilized to enhance and foster the four stages of Kolb’s Experiential Learning Cycle? What are some practical applications of technology to facilitate attributes of experiential learning through concrete experiences (EC), reflective observation (RO), abstract conceptualisation (AC), and active experimentation (AE)?
Augmented reality (AR) refers to technology that blends components of the real-world with digitized contextualized information (Azuma, 1997; Azuma et al. 2007 as cited in Bujak et al, 2013; Sommerauer & Müller, 2014).
Simulations are characterized to to manipulate variables in a virtual environment(Wilson, 2016), create situations that can test hypothesized situations through representation to reflect real phenomena (Clark et al., 2009), and offer a dynamic, interactive and visualized learning experience (Plass et al., 2009).
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