Experiential Learning in Technology-Enhanced Education

Summary

Experiential learning in technology-enhanced education refers to pedagogical approaches that immerse learners in active, authentic tasks supported by digital tools. Rooted in constructivist and social learning theories, these models emphasise “learning by doing” through simulation, problem-based projects, virtual environments and real-world tasks mediated by technology. Such environments foster critical reflection, collaborative inquiry and iterative feedback loops, enabling students to apply theoretical knowledge to complex scenarios. Rapid advances in immersive media, adaptive learning platforms and analytics have expanded the scope and scale of experiential activities, from virtual laboratories and business simulations to remote apprenticeship models. Globally, educators deploy these methods to bridge theory and practice, improve motivation and develop twenty-first-century skills such as digital literacy, teamwork and self-regulated learning. Practical applications range from vocational training in hospitality and healthcare to historical inquiry using Bring Your Own Device (BYOD) initiatives, while scalable virtual projects facilitate partnerships between academic institutions and industry sponsors. The integration of scaffolded support and reflective prompts ensures that technology-mediated experiences translate into deep conceptual understanding, preparing learners for dynamic professional contexts.

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Experiential Learning in Technology-Enhanced Education publication trend

The graph below shows the total number of articles in experiential learning in technology-enhanced education across all publications each year (not limited to Nature Index journals).

Technical terms

Experiential learning: A pedagogical approach where learners engage in direct experience and reflection to develop knowledge, skills and values.

Scaffolding: Structured support provided by technology or instructors to guide learners through progressively challenging tasks.

Immersive learning simulation: A digital environment that replicates real-world contexts, allowing participants to interact with realistic scenarios.

Bring Your Own Device (BYOD): An instructional strategy that enables learners to use personal devices for educational activities and digital inquiry.

Kolb’s Experiential Learning Cycle: A four-stage process (concrete experience, reflective observation, abstract conceptualisation, active experimentation) for transforming experience into learning.

References

  1. A case study of students’ and teachers’ attitudes towards BYOD and its use within their history classrooms. Education and Information Technologies (2024).
  2. Innovative experiential learning experience: Pedagogical adopting Kolb’s learning cycle at higher education in Hong Kong. Cogent Education (2019).
  3. Using Technology to Structure and Scaffold Real World Experiential Learning in Distance Education. TechTrends (2020).
  4. Sustainable Development of Hotel Food and Beverage Service Training: Learning Satisfaction with the Situated Cognitive Apprenticeship Approach. Sustainability (2020).

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