experiential aspect

(noun)

The sum of all points of contact with the brand; otherwise known as the "brand experience. "

Related Terms

  • anthropological
  • brand identity

Examples of experiential aspect in the following topics:

  • Branding

    • Some people distinguish the psychological aspect of a brand from the experiential aspect.
    • Psychological aspects include thoughts, feelings, perceptions and images associated with the brand.
    • The experiential aspect consists of a consumer's overall contact with the brand, otherwise known as the "brand experience. "
  • Learning

    • Behaviorism focuses only on the objectively observable aspects of learning.
    • Kolb styles model is based on the experiential learning theory, which was explained in his book Experiential Learning: Experience as the Source of Learning and Development (1984).
    • An individual may exhibit a preference for one of the four styles—accommodating, converging, diverging, and assimilating—depending on his or her approach to learning via the experiential learning theory model.
    • Kolb styles model is based on the experiential learning theory.
  • Introduction

    • Experiential learning is a cyclical process that capitalizes on the participants' experiences for acquisition of knowledge.
    • By engaging in these activities, learners construct meaning in a way unique to themselves, incorporating the cognitive, emotional, and physical aspects of learning.
    • This story depicts the 4 stages of Kolb's model, the Experiential Learning Cycle.
  • Theory

    • Experiential learning is a cyclical process that capitalizes on the participants' experiences for acquisition of knowledge.
    • By engaging in these activities, learners construct meaning in a way unique to themselves, incorporating the cognitive, emotional, and physical aspects of learning.
    • Experiential Learning Theory "provides a holistic model of the learning process and a multilinear model of adult development" (Baker, Jensen, Kolb, 2002, p. 51).
    • When these four modes are viewed together, they constitute a four-stage learning cycle that learners go through during the experiential learning process.
    • The graphic above is a representation of the Experiential Learning Cycle, which includes the components of experience, critical reflection, abstract conceptualization, active experimentation, and more critical reflection.
  • Experiential Learning for Managers

    • Experiential learning is the process of making meaning from direct experience.
    • Experiential learning is the process of making meaning from direct experience.
    • Kolb's work on experiential learning has contributed greatly to expanding the philosophy of experiential education.
    • Experiential learning is related to—though not fully synonymous with—experiential education, action learning, adventure learning, free-choice learning, cooperative learning, and service learning.
    • Experiential learning focuses on the learning process for the individual (unlike experiential education, which focuses on the transaction between teachers and students).
  • Learning Theories Related to Adult Learning

    • Is, therefore, particularly effective in adult education as it addresses the cognitive, emotional and the physical aspect of the learner
    • Experiential learning theory builds on experience.
    • Experiential learning theory does not take into account differences in cultural experiences or conditions
    • It is less clear where elements of learning such as goals, purpose and intentions fit into experiential learning theory
    • They are Action Learning, Experiential Learning, Self-Directed Learning, and Project-Based Learning.
  • Role Play Scenario

    • After watching the video and discussing various aspects of the controversy, students role-play members of four teams: the Lakota, rock climbers, National Park Service and the courts.
    • In this narrated slide show of Experiential Learning, the student and the instructor are working together to create Key Lime Pies by following 4 steps: 1) Setting goals, thinking and planning, 2) Experimenting and decision making, 3) Final actions, and 4) Observations, reviewing, and reflecting.
  • References

    • Evaluating online CPD using Educational criteria derived from the experiential learning cycle.
    • Review of experiential learning theory research in the nursing profession.
    • Links between experiential learning and simulation & gaming.
    • The concept of experiential learning and John Dewey's theory of reflective thought and action.
  • Steps to Integrating Experiential Learning in the Classroom

    • Simulations and gaming within instruction also involve direct experience and thus are valid examples of experiential learning.
    • This process coincides greatly with the Experiential Learning Cycle outlined above (Marcus, 1997).
    • Thus, it is apparent that the reflective observation and abstract conceptualization portions of simulations and games are vital to learning, which has also been established by the Experiential Learning Theory (Ulrich, 1997).
    • Yet another application of experiential learning is in the field of e-learning.
    • However, with the use of different technologies such as multimedia resources, web-based discussions, online planners, and creative tasks, e-learning courses could be improved in a manner that would strengthen the entire experiential learning cycle for the learner (Frank, Reich, & Humphreys, 2003).
  • Performed individually

    • It is possible that individuals can learn from this activity and not enter the cycle of experiential learning.
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