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Experiential learning, a non-definitive list of some of our favourite methods

This one is for the trainers and would-be trainers out there…

Today I want to talk about experiential learning, also known as (EXL). EXL is defined as the process of learning through experience, more specifically as "learning through reflection on doing". Throughout 2019, we have been blending our well-known, accredited best practice e-learning programmes, like PRINCE2 Agile®, PRINCE2®, ITIL® 4, APMG-International Change Management™, APMG-International Better Business Cases™, APMG-International Managing Benefits™, and Business Analysis, with practical, ‘experiential’ classroom sessions. The focus of these sessions is always on the practical implementation of the methods/tools/processes. We answer questions like; how do you implement them in a complex business environment? How do you really improve the business outcomes using the best practice? How do you improve customer experience whilst saving time and money…in real life?

To this end, and with the help of our esteemed trainers and consultants, we came up with a number of different training techniques and approaches to engage participants in an experiential way, to improve knowledge transfer. Below is a non-prioritised, non-definitive list of some of our favourite experiential learning methods, which I hope will be useful to you.

  1. Point, Story, Application (PSA)

    • P - make a POINT about something that has had a massive impact on you, be it a model, concept or idea.
    • S - tell a STORY to bring it to life and share how it has worked for you and/or others.
    • A - get the audience to think about how they can APPLY it in their roles.

  2.  Think, Pair, Share (TPS)

    • T - get people to THINK about how they can use a model that you have just shared.
    • P - ask them to PAIR up and discuss how they can use it with the person sat next to them.
    • S - ask a few people to SHARE their ideas with the rest of the group.

  3. Game, Ask, Practical (GAP)

    • G - start with a GAME or exercise that illuminates a gap in knowledge or an embedded behaviour/way of thinking. Ideally, somethin