Experiential Learning Cycle¶
Pattern · All patterns
Evidence · 21 claims (11 for, 7 mixed, 3 against) · 41 studies (15 quant-synthesis, 11 causal, 7 review, 4 design, 2 qualitative, 2 theoretical),q1–q4· 12 of 41 report an effect size · 11 claims rest on one study
Description and scope¶
A reusable sequence, repeated across a unit or course, that turns something learners do into a principle they can use again: set a noticing focus → a bounded concrete experience in which outcomes can surprise the learner → a debrief straight after, with specific prompts (what did you expect, what happened, why the difference) → the learner states the rule or principle the experience illustrates, and the instructor corrects or completes it → a changed, structurally similar attempt with feedback → the result opens the next loop, with support reduced. The intended change is in skill-performance on a new task, in conceptual-understanding (stating and using the principle) and in near-transfer. The four stages are Kolb's (concrete experience, reflective observation, abstract conceptualization, active experimentation); the order and the instructor's role in each are design choices, not established requirements.
No claim in the wiki tests the experiential learning cycle as a whole: a full loop, or a series of loops, against an alternative of matched time. The one claim that reports a cycle being used, an engineering module built on Kolb's four quadrants, states that the module was not formally assessed (A four-quadrant experiential module was implemented without formal assessment [~W]). What the wiki does test are parts of the sequence, each in its own population: specific reflection prompts beat generic ones; simulation with deliberate practice beats traditional clinical education on procedural skills; guided discovery beats unassisted discovery, and explicit instruction beats unassisted discovery; manipulation beats symbol-only instruction in mathematics and undergraduate physics. Those are read below as evidence for steps, never for the cycle.
Where this page sits. The Experiential Learning principle owns the general relationship (an experience becomes learning when it is followed by structured reflection, connection to a concept and a further attempt with feedback; unguided experience for novice learners is the failure condition) and its evidence; this page is the reusable sequence built on it and does not restate that model. The Reflection principle owns the debrief step (prompting a learner to examine a completed performance against a criterion and name a change for the next attempt); read it when designing the prompts. Cognitive Disequilibrium owns the surprise that opens a loop. Question-driven experiences sit under Inquiry-based Learning; designs that lead with expert modeling rather than learner experience are Cognitive Apprenticeship.
Inputs: establish the design brief¶
| Field | Record or elicit |
|---|---|
| Learner and starting observation | Before the first experience, a short probe of the target task: ask learners what they would do first and what they would watch for, and record what they say. Note whether they have done or seen a task like this before. Preserve unknowns rather than labeling learners novice or advanced. Do not record a Kolb learning-style score: matching to it is not a design input (below). |
| The capability and kind of goal | What learners should be able to do afterwards and in what situation: a procedure or psychomotor skill, a concept, a judgement in practice (clinical reasoning, teaching, facilitation), or an attitude-motivation goal. Name the principle the experience is meant to illustrate; if no one can name it, the experience is not yet designed. |
| The experience | What learners will do (lab, simulation, placement shift, field activity, lesson taught, case handled), how many things can vary in it, what could go wrong, and whether it can be run again in a changed form. |
| Context and activities | Setting (classroom, workplace-clinical, field, online-self-paced, online-instructor-led), single-session or days-weeks, number of loops available, group size, who can debrief and for how long, whether a second attempt is possible. |
| Learner-valued goal | Ask what the learner wants from the experience (to be trusted on placement, to pass the practical, to feel ready, to find out whether the field suits them). Record disagreement with the designer objective. |
| Designer objective | Which of these the assessment will weigh: performing the task unaided, stating and justifying the principle, applying it to a new case, or changed practice in the learner's own setting. |
| Outcome | A new, unaided task scored apart from the debrief or journal; a statement of the principle scored apart from performance; immediate or delayed; and whether it must hold in a different setting (near-transfer, far-transfer). Satisfaction, time spent doing and journals completed are participation, not outcomes. |
A request to "use Kolb's cycle for this unit" does not specify these. Ask what principle each experience is meant to teach, what learners can already do, who debriefs, and what new task will show the change, before choosing experiences or the number of loops.
Sequence and conditional policy¶
The default sequence is the earlier page's, with dose and progression added. No claim tests the sequence or its order; each step's evidence status is stated beside it, and quantities are proposals to observe and revise.
- Probe and prepare (about 5–10 minutes). Run the starting probe (inputs, above), state the noticing focus in one sentence ("watch what happens to the patient's oxygen saturation when you change the position"), and recall the previous loop's rule if there is one. If the probe shows learners cannot name the first move or what to watch, demonstrate it with a worked example before the experience, and narrow the experience so only one or two things can vary. Evidence status: guided against unassisted discovery [~S], carried from discovery tasks with mostly school learners to experiences generally; activating prior knowledge [~M] qualifies the recall step: activating prior topic knowledge did not improve primary pupils' comprehension in one experiment, so keep recall brief and tied to the focus. The noticing focus itself is untested.
- Concrete experience (proposal: 15–40 minutes in a lesson; one shift, scenario or field session on placement). Learners do the task with minimal intervention so real outcomes, including mistakes, can occur, but within a scope where a mistake is safe. Evidence status: untested as a stage; a surprising outcome is what the cognitive-conflict evidence [+M] relies on (science-education conceptual-change strategies), and that claim's own experiment found staged contradictions raised learning only when learners actually became confused.
- Debrief straight after (proposal: 10–20 minutes, never deferred to a later week). Specific prompts, in writing first and then in discussion: what did you expect, what happened, where did they differ, why. "Reflect on the experience" is not a prompt. Evidence status: structured reflection [+M]: specific prompts beat generic ones in a first-year engineering course with the number of reflections held constant, and metacognitive-reflection prompts were the only content moderator to reach significance in a school writing-to-learn synthesis; neither debriefs an experience. How soon after the experience is untested.
- State the principle (proposal: 5–15 minutes). Each learner writes the rule the experience illustrates in one or two sentences and links it to the course's formal term, or draws it as a concept map; the instructor then confirms, corrects or completes it before anyone acts on it. Evidence status: untested as a stage. Constructing concept maps [~M] beat comparison conditions in a meta-analysis, but with learning time matched, mapping did no better than rereading and less well than retrieval practice; use a map where the principle has relational structure, and a short written rule otherwise.
- Changed attempt with feedback (proposal: in the same session where possible, otherwise at the start of the next). Learners apply the stated rule to a new, structurally similar situation that differs in its surface, and get feedback on whether the rule held. For a
procedure, repeat to a stated standard with feedback after each attempt and rising difficulty. Evidence status: simulation with deliberate practice [+M] beat traditional clinical education on procedural clinical skills in medical education; untested for judgement or interpersonal goals. - Re-enter and fade across loops. The changed attempt's result and the stated rule open the next loop. Proposal for a unit of four to six loops, one or two a week:
- Early loops (1–2): demonstration before the experience; one or two variables free; instructor-written debrief prompts and a word bank for stating the principle; the instructor checks every learner's stated rule.
- Middle loops (3–4): no demonstration unless the probe shows a gap; more variables free; learners choose two of a set of prompts; debrief in pairs against a written protocol; the instructor checks rules from a sample and every learner whose retry failed.
- Late loops (5–6): ill-structured experiences closer to real practice; learners write their own debrief questions; the instructor reviews only the stated principles.
- Move on to a less supported loop when a learner's stated rule is correct and their changed attempt meets the stated criterion unaided in two consecutive loops; stay at the same level, or add a demonstration, after a failed retry. These thresholds are untested proposals; the contingent-scaffolding claim [+M] is the nearest basis for adjusting support to the learner's last response, and has not been read against this sequence.
If time is short, cut the number of loops, not the stages within a loop: one complete loop (brief experience, prompted debrief, stated rule, one retry) before three that stop after the experience (untested; from the earlier page). If a step cannot be provided, keep the debrief and the second attempt, and shorten the experience.
| Observation | Discriminating probe | Proposed action, with its uncertainty |
|---|---|---|
| Debrief narrates what happened and names no rule or next step | Repeat the "expected / happened / why" prompt in writing, privately; then ask directly for the principle in the course's terms. | If a rule appears in writing, the prompt or the public setting was the problem: keep written-first debriefs. If none appears, the learner may lack the concept: teach it, then rerun a shortened experience. Untested. |
| Correct rule stated, the same error on the changed attempt | A component probe of just that step, then a matched retry at the same load. | If the component is done correctly, the retry differed in more than intended or load was too high: narrow it. If not, the rule is held verbally but not yet proceduralized: add repeated practice to a standard. Untested. |
| A learner is busy throughout the experience but draws the wrong lesson | Ask what they watched for; check whether the experience as run could show the target relation. | If the relation was not visible, redesign the experience. If it was, demonstrate it and retry. Consistent with the guided-discovery claim; the branch is untested. |
| Performs well in simulation, poorly on placement | Compare the two tasks feature by feature; observe a second real attempt with a known stressor removed. | Add the missing features to the simulation, or add a supervised real attempt before independent practice. Untested. |
| Reports large personal growth, little change in observed practice | Observe a decision in a new case at a stated later point; compare self-report with a supervisor's or peer's record. | Treat the self-report as a statement of value, not of capability; keep the observed task as the outcome. Untested. |
| A few learners state the rule; others repeat it | Collect written rules before discussion; compare each learner's later changed attempt. | If those who repeated the rule fail the retry, keep private writing first and check rules individually. Untested. |
Fitting the design to a situation¶
The three facts that most change the decision:
- What learners already know about the task the experience is meant to teach. A
novicecannot tell which parts of an experience matter, so an unguided first loop is mostly noise; an experienced practitioner can interpret more of it unaided. If unstated, ask: have they done or seen a task like this before, and can they say what they would watch for? - The kind of goal. A
proceduregains from repeated attempts to a standard with feedback; aconceptfrom manipulation linked to its formal representation; a judgement orattitude-motivationgoal has only self-reported evidence here. If unstated, ask: what will the learner do differently afterwards, and how would we see it? - Who can debrief and whether there is a second attempt. The steps that rest on claims (specific prompts, practice with feedback) both need someone or something to structure them; an experience with no debrief and no retry is not this pattern. If unstated, ask: who is with the learner straight afterwards, for how long, and can the task be tried again in a changed form?
| If the brief says… | Then change… | Basis |
|---|---|---|
Learners are novice on the target task |
Demonstrate the first loop's task with a worked example before the experience; let one or two variables vary; supply the debrief prompts and the vocabulary for stating the principle; check each learner's rule before the retry; keep this support for at least the first two loops. | Guided against unassisted discovery [~S]; discovery tasks with mostly school learners and mixed domains, not placements or simulations; the meta-analysis does not break results down by prior knowledge |
Learners are advanced or experienced practitioners |
Skip the demonstration; make the first experience ill-structured; have learners write their own debrief questions from the first loop; keep the changed attempt with feedback. | Untested; the guided-discovery claim's narrative review argues the advantage of guidance recedes with prior knowledge, which no recorded study tests here |
Learners are children (under 12) |
Shorter loops (experience 10–15 minutes, debrief 5 minutes); concrete materials linked to the written or symbolic form in the same session; tell them what to try rather than only to explore; the teacher states the rule. | Hands-on learning [+M] (mathematics manipulatives, kindergarten to college); guided against unassisted discovery [~S] (third and fourth graders learning a procedure); loop lengths untested |
workplace-clinical, a procedure or psychomotor skill |
Run the experience as simulated practice repeated to a stated mastery standard, feedback after each attempt, rising difficulty, then a debrief; move to the real setting only when the standard is met. | Simulation with deliberate practice [+M]; medical education, procedural skills only |
The goal is a science or mathematics concept |
Make the experience a predict-then-manipulate task (physical or virtual), with a stated prediction before acting, and map the result onto the formula or diagram during the principle step; use a virtual lab when a physical one is not available. | Physical experience [~M] (undergraduate physics; physical and virtual manipulation equally effective); cognitive conflict [+M] (science-education conceptual-change strategies) |
| The goal is professional judgement or a disposition | Use cases or placements with structured debriefs; assess a decision on a new case observed later, not a journal; treat any self-reported gain as unconfirmed. | Experiential learning benefits reported in human services education [+W], second-hand, no design or effect size; otherwise untested |
online-self-paced, no facilitator |
Replace the live debrief with three written prompts after each task and a model answer to compare against; offer an automatically scored changed task as the retry. | Structured reflection [+M] for written specific prompts (a classroom engineering course); untested online |
single-session |
One complete loop: a 15-minute experience, a 10-minute written debrief, a stated rule, one changed attempt; no second loop. | Untested; from the earlier page's compressed-timeframe guidance |
| Large cohort, one facilitator | Debrief in pairs or threes against a written protocol; spend facilitator time on checking stated principles, where a wrong rule is hardest for peers to catch. | Untested; reflection in higher education [~M] reports peer interaction as a moderator, direction not stated on the claim page |
| The program bundles the cycle with Kolb's Learning Style Inventory, or asks to start learners at their "preferred stage" | Drop the style diagnosis and the matching; run every learner through every stage. | Learning-style matching [-S]; Kolb styles unchanged over a year [-W] and no link to career choice [-W], both second-hand reports in one review |
| Credit attaches to reflection, or assessment is high-stakes | Assess the changed attempt and a new unaided task; do not grade journals for completion; score principle and performance separately. | Untested; from the earlier page's constraint that graded reflection becomes a compliance artifact |
| Learners are uncomfortable reflecting in public, or reflect in a second language | Written or recorded reflection, in the language they choose, before any group debrief; sentence starters for the prompts. | Untested; from the earlier page's personalization |
Seven rows rest on a claim (novices, children, clinical procedures, science and mathematics concepts, judgement and dispositions, online self-paced, learning styles), and each is carried beyond the population or design its claim reports, as its Basis cell says; the large-cohort row cites a claim only for a moderator without a direction. The rows for advanced learners, a single session, high stakes and language are untested proposals or the earlier page's guidance.
Choosing configurations from evidence¶
- Structure of the debrief. Reflective Practice Improves Outcomes When Structured [+M]: a meta-analysis of 48 school-based writing-to-learn interventions found writing overall produced a small gain (d = 0.22), and prompts for metacognitive reflection were the only content-type moderator that reached significance (b = 0.48); a quasi-experiment in two sections of a first-year engineering course (N = 208) found specific prompts beat generic ones on exams, project score and two problem sets, with 52 reflections apiece in both groups and no effect size reported. Neither reflects on an experiential task. Carry it to "specific prompts after the experience are more likely to help than an open invitation", no further.
- How much reflection to expect, and what it depends on. Reflection interventions in higher education [~M]: a random-effects meta-analysis of 23 controlled studies (2,010 participants) found a medium positive pooled effect (g = 0.56) that varied with duration, peer interaction and the reflective activity used. The claim page says its slug's "mixed" is not shown by this synthesis. Marked
~because the average hides the variation that the design choice is about; it does not say which configuration to pick. Abstract only. - The changed attempt, for procedures. Simulation Based Education With Deliberate Practice [+M]: a meta-analysis of 14 studies, mostly randomized trials and pre/post comparisons, found simulation with deliberate practice (repetition with mastery standards and immediate feedback) beat traditional clinical education on clinical skill acquisition (d = 0.71). Procedural and psychomotor skills such as ACLS, laparoscopic and central-line procedures; one synthesis, abstract only. It supports a feedback-rich, repeated experience, not experience as such.
- Guidance in the experience. Unassisted discovery produces less learning than explicit instruction, while discovery enhanced with guidance outperforms other instruction [~S]: across 580 comparisons explicit instruction beat unassisted discovery (d = 0.38 favoring explicit instruction), and across 360 comparisons discovery with feedback, worked examples, scaffolding or elicited explanations beat other instruction (d = 0.30); 112 third- and fourth-graders,
novices at the control-of-variables procedure, mastered it more often under direct instruction and did as well on a later transfer task; a narrative review names experiential teaching among the minimally guided forms it argues against. This is the boundary of the pattern: a loop with a probe, a focus, a debrief, a checked rule and feedback is a guided form; the same experience left without them is not. - The surprise that opens a loop. Conflict-based instruction improves science conceptual learning, though staged contradictions helped only learners who reported being confused, and no study isolates disequilibrium as the mechanism [+M]: across 218 science-education studies, conceptual-change strategies produced a large improvement (g = 1.10), cognitive-conflict strategies as much as the whole set, with wide variation; in a laboratory experiment with 32 undergraduates, staged contradictions raised self-reported confusion and did not raise posttest scores on their own, and learners gained only in high-confusion cases, with no support given to resolve the conflict. A qualitative study of seven dyads found peer conflicts produced conceptual change only for students prepared to reflect [~W]. Carry these to: a surprising outcome gives the debrief something to work on, and the debrief and principle steps are what resolve it.
- Doing with materials. Hands-on learning improves achievement [+M]: a meta-analysis of 55 studies (N = 7,237, kindergarten to college) found mathematics instruction with concrete manipulatives beat symbol-only instruction, with moderate-to-large effects on retention and small effects on problem solving, transfer and justification. Physical Experience Enhances Science Learning [~M]: physical, virtual and combined manipulation were equally effective for undergraduate heat and temperature and all beat traditional instruction without experimentation. Both concern manipulation within instruction, not a full cycle.
- What the cycle must not carry. Learning Styles Matching Does Not Improve Learning [-S]: a systematic review found no study meeting the crossover design needed to support matching instruction to style, and a randomized study with fifth-graders found no style-by-modality interaction. Two second-hand reports in one 1985 review add that Kolb's inventory showed no significant change over a year of varied instruction [-W] and no association with medical career choice [-W]. The stages are a sequence for every learner, not a profile to match.
Do not rank this pattern against direct instruction, case-based learning or simulation alone from these claims: none compares a cycle with them, and none measures the time a loop costs. Do not read a fluent debrief, a completed journal or enthusiasm as the capability changed. A precise abstention names the missing comparison (repeated experience-debrief-principle-retry loops against matched-time instruction with the same practice, on a new unaided task at a stated horizon) and the local observation that would stand in for it: the changed attempt, scored, at the next loop.
The evidence by question¶
- Does reflection after the task improve learning, and does the way it is prompted and structured matter? Reflection interventions in higher education have a medium positive average effect on learning that varies with duration, peer interaction and the reflective activity used [~M]
- Does learning from an experience the learner acts in (a simulation, a hands-on task, a practical activity) improve outcomes over being told the same content? Reviewed studies report experiential learning benefits for engagement, skills, confidence and outcomes in human services education [+W]
Further evidence, not yet read against this model¶
Claims this page cited before the 2026-10-05 rewrite and not used as core evidence above. Each says what it is and how far it bears on the pattern.
- Active Learning Improves Exam Performance [+S]: undergraduate STEM courses with active learning against traditional lecturing (0.47 SD on exams and concept inventories; gaps narrowed only under high-intensity active learning). Bears on the cycle only in the general sense that every stage after the experience asks learners to produce something; it does not test experiential designs.
- Assessment for learning improves achievement [+S]: K-12 formative assessment syntheses (d = .29 and about .20). Bears on the feedback in the changed attempt by analogy; school classroom formative assessment, not experiential loops.
- Advance organizers aided learning in a 1980 meta-analysis, but activating prior topic knowledge did not improve primary pupils' text comprehension in one experiment [~M]: cited before as
[+M]support for re-entering each loop with the previous rule; the claim has since been retitled to what its studies show, and it qualifies the preparation step rather than supporting it, so its marker here is~. Used in step 1 above. - Concept mapping improves learning over most comparison conditions by a moderate average amount, but not over time-matched retrieval practice [~M]: cited before as
[+M]for the conceptualization artifact; the claim page records that mapping did no better than rereading with time matched. Used in step 4 above, with that qualification. - Contingent scaffolding improves learning more than fixed or absent support [+M]: added here as the nearest basis for the fading thresholds in step 6; not cited by the earlier page and not read against this sequence.
- A 1982 bilingual-education teacher-training packet asserts, citing Krashen, that repetitive drill and grammar-focused instruction are ineffective for second language acquisition [+W]
- The packet's authors assert that pre-, on-site, and post-visit activities build on students' newly gained knowledge when performed in series [+W]
- The learning cycle is reported as an effective means for learning science concepts and processes [+W]
Illustrative design instance and observation record¶
Invented illustration, not a tested course. Second-year nursing students, adults with one prior placement, take a six-week unit on recognizing patient deterioration, one loop a week in a simulation suite with one facilitator for 24 students, followed by a ward placement. The table changed the default in three places: the goal is partly a procedure (structured observations and escalation), so each simulation runs to a stated standard with feedback after each attempt; the cohort is large, so debriefs run in threes against a written protocol and the facilitator reads every stated rule; and learners have some prior experience, so the demonstration is kept only for loop 1. Loop 1: a 5-minute probe ("what would you check first in a patient who says they feel strange?"), a demonstration, a 20-minute scenario with one deteriorating sign, a 15-minute written-then-group debrief, a written rule checked by the facilitator, and a changed scenario the same afternoon. By loop 5, scenarios have two competing signs, learners write their own debrief questions, and the facilitator reviews only the rules. A student says she wants to stop feeling panicked when a patient worsens; the designer's objective is correct, timely escalation. They agree to record both: her rating of how ready she feels, and her escalation decision on a new scenario at the end of the unit and on a supervised ward shift. The simulation claim covers procedural skills in medical education, not this population or a judgement of when to escalate; these are local choices to observe, not settled ones.
Record: principle the loop targets → starting probe and response → experience as run (variables free, what happened, help given) → debrief prompts and the learner's written answers → rule stated, and the instructor's correction → changed attempt, its result against the criterion, and the feedback given → candidate interpretations (rule not yet held, held but not proceduralized, retry differed too much, setting-specific stress) and their basis → support level for the next loop → reobservation at the stated horizon. Preserve the learner's stated purpose and any change in it. An agent may summarize this record but must not fabricate missing inputs or assign numerical probabilities of competence without a calibrated model.
Elements and limits¶
Simulation, debriefing, reflection, articulation, concept map, demonstration, coaching, practice, feedback and scaffolding. Principles the pattern draws on: Experiential Learning, Reflection, Purposeful Reflection, Cognitive Disequilibrium, Active Learning, Activation, Assessment for Learning and Authentic Audiences and Purposes.
This pattern is scoped to repeated loops of experience, prompted debrief, stated principle and changed attempt, for a capability that can be shown on a new task. Well-defined procedures that need no discovery are usually faster taught by direct instruction with practice; and the four stages are not established as a fixed order (Bergsteiner et al., 2010; Miettinen, 2000), so a design may begin from a principle and test it in experience. Whether repeated loops produce better performance or transfer than matched-time instruction with the same practice, for which learners, at what time cost and at what horizon, remains to be tested.
Related Patterns¶
- Cognitive Apprenticeship — shares the reflection and articulation stages, but leads with expert modeling rather than learner experience
- Problem-Based Learning — an ill-structured problem plays the role of the concrete experience, with the same reliance on structured debrief to convert it into knowledge
- Inquiry-Based Learning — organizes the same experience → explanation movement around investigation and evidence
- Four-Component Instructional Design — supplies formal rules for sequencing whole-task experiences and fading support across loops
- Five-unit arc building classroom skills toward a community field trip and public sharing
Examples¶
Clinical placements with structured debrief: A nursing student manages a patient scenario (experience), reviews a recording against a debrief protocol (reflection), states the clinical rule the case illustrates (conceptualization), and applies it in the next shift or simulation (experimentation).
Outdoor and adventure education: The field where the cycle is most explicitly institutionalized — an activity is followed by a facilitated debrief whose stated purpose is to extract a transferable principle rather than to recount the activity.
Engineering and science labs run as cycles rather than recipes: Students predict, run the experiment, confront the discrepancy between prediction and result, formalize the underlying principle, then design a follow-up test — as opposed to confirmatory labs, which stop after the experience.
Teacher preparation practica: Teach a lesson, review it with a mentor against specific observation prompts, name the pedagogical principle involved, and redesign the next lesson to test it. - Close the feedback cycle with guided reflection on what was learned (post-noticing stage) - Provide opportunities for independent practice with repeated cycles of use and structured reflection to strengthen regulatory skills over time - Use structured reflection tables, learning journals, prompt variation, adversarial queries, and peer debate to cultivate AI intuition - Cooperative adaptation-card sorting to compare two turtle species - Dichotomous key practice with sea turtle picture cards - Predator/prey simulation game on the beach for hatchling survival - Analyzing real park nesting data to teach resource management
Key Sources¶
- Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
- Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher education. Academy of Management Learning & Education, 4(2), 193–212. doi:10.5465/amle.2005.17268566
- Bergsteiner, H., Avery, G. C., & Neumann, R. (2010). Kolb's experiential learning model: Critique from a modelling perspective. Studies in Continuing Education, 32(1), 29–46. doi:10.1080/01580370903534355
- Miettinen, R. (2000). The concept of experiential learning and John Dewey's theory of reflective thought and action. International Journal of Lifelong Education, 19(1), 54–72. doi:10.1080/026013700293458
- Calderon, Margarita; And Others. (1982). Methods and Techniques for Communicative Competence in Bilingual Education, Packet II. Language Proficiency Acquisition, Assessment, and Communicative Behavior, Series B. Student Edition. Bilingual Education Teacher Training Packets. https://eric.ed.gov/?id=ED226607
- Bland, Samuel S. (1995). Sea Turtle Trek, Hammocks Beach State Park: An Environmental Education Learning Experience Designed for Grades 6-8. https://eric.ed.gov/?id=ED401095
Page metadata
| Field | Value |
|---|---|
type |
pattern |
id |
experiential-learning-cycle |
aliases |
open-ended-scenario-three-phase-structure, pre-visit-onsite-post-visit-field-trip-arc |
title |
Experiential Learning Cycle |
description |
A reusable sequence of bounded experience, prompted debrief, a stated and checked principle and a changed attempt with feedback, repeated across sessions with support fading, is expected to improve performance and near transfer where learners can interpret the experience; no claim tests the cycle as a whole, only its steps. |
status |
review |
grain_size |
unit, course |
author |
Kolb (1984) |
canonical |
True |
generated |
by claude/unspecified on 2026-10-05 |
trust |
unverified — no one has confirmed this page's content |
sources |
6 — kolb-1984, kolb-kolb-2005, bergsteiner-2010, miettinen-2000, calderon-1982, bland-1995 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.