Experiential learning for developers
summary
A concrete six‑part formula claims to let anyone design a workshop fast: goals trigger discussion conclusion plus clear supporting materials and a full materials list. It shows exact triggers (skits, quizzes, a social barometer, the laptop stickers and worksheets exercise), suggested timings (30 minutes to multi‑hour), facilitator prompts, and checklists (pens, scissors, tape, stickers ≥ attendees). An onion‑picking anecdote demonstrates that framing and prebriefing turn a dull task into high engagement.
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chapters (7)
- 0:00Start
- 2:48Learning Through Reflection On Doing
- 3:00Concrete Experience Observation and Reflection Formation of Concepts Testing New Concepts
- 4:20Goals Trigger Discussion Conclusion Supporting Materials Materials Needed
- 6:49Speeches Skits Game Shows Drawing Quotes Self identification Music case studies Simulations
- 10:26Get comfortable with silence
- 10:56Ask open-ended questions








