Experiential Learning 2: Inventing
Experiential Learning 2: Inventing
About the Book
Bundles that include this book
Table of Contents
- Volume 2 Preface Supplement
-
Series Preface
- 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
- Invention
- 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
- Adaptability
-
Problem-Solving Lessons
- Design and Development Inventions
-
Leadership Lessons
- Inventions When the Emphasis Is on Leadership
-
Organizational Lessons
- 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
- Invention
- Was this invention?
- Covering the material
-
Types of Invention
- A dialogue on invention methods
- Analysis
- 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
- Team-reporting
-
Pictorial Inventions
- 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
- Photographs
- Videos
- Sound recordings
-
The Addiction Game
- Structure of the game
- Diagrams of effects
-
Drawing
- Organizational Mapping
- Free hand drawing
- Team Drawing
- Art Gallery
-
Physical inventions
- Sorting lines
- Sorting grids
- Dynamic sorting
- Playing a Role
- Sculpting
-
Internal Inventions
- Private time
- Quiet time
- Massage
- Dreams
- Written activity sheets
- Journaling
- Your Personal Journal
- Feelings
- 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
-
Dramatic Enactments
- 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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