Essentials of Experiential Learning - 1 day RSVP Design® training in Singapore (22 June 2017)
RSVP design experiential learning in Singapore with AlllinedupRSVP design experiential learning in Singapore with AlllinedupRSVP design experiential learning in Singapore with Alllinedup
RSVP design experiential learning in Singapore with AlllinedupRSVP design experiential learning in Singapore with AlllinedupRSVP design experiential learning in Singapore with Alllinedup
The training was conducted by Graham Cook and Geoff Cox who are the designers of RSVP Learning tools. Graham and Geoff demonstrated some of the RSVP tools to an enthusiastic group of participants.
We started the day with Images of Organisation and cartoon imaging works well to break the ice. It helps the participants to articulate what is going on in their life. Also helps young people who may lack confidence to open up in a group amongst their seniors. Imagery can be used as a tool to get feedback as the Images of Organisations deck allows the users to go from negative to positive imagery. Also from imagery you can move to storytelling much easily. With the help of the images the participants were able to speak freely and frankly about where they were now and where they wanted to go.
The second activity Workstation cards were distributed to each participant. They were instructed to not show them to anyone but to communicate with the others to solve a problem. The aim of this activity was to solve a problem with limited information. It reinforced the importance of collaboration and co-operation.
The design tool Colourblind had the participants thoroughly involved – even those who were just observing. Those participating were blindfolded and the importance of clear and concise communication was rammed home in a fun and friendly way. Geoff used the Action replay app on his iPad to create a map of how the interaction and communication flowed between the participants. Later this information could be used to point out the starters and finishers in the group and how they communicated.
Graham explained Kolb’s experiential learning cycle. Effective learning happens when a person progresses through a cycle of four stages:
  • Have a concrete experience
  • Notice, observe and reflect on that experience
  • Understand and come to a conclusion
  • Test and apply the learning

Simbols was another tool where participants using verbal communication had to solve the problem which had only one answer and once chance to solve. This tool highlighted different cultural references and language styles making it an excellent exercise.

Sequencer: the activity with planks highlighted the importance of learning and unlearning to achieve something. It showed the dymanmics of the group – which genders tries first, who watches, who joins, who joins in when success is guaranteed etc. The participants struggled to complete it within the given time. Interestingly when a tea break was announced some of the participants went back to Sequencer and solved it. This demonstrated the importance of stepping abck to see the problem with fresh eyes.<br/>
The participants had fun trying out Team Balance a team building problem solving activity.

The Minefield activity is a collaboration and negotiation problem solving activity where the participants were divided into 4 groups. They had to compete against each other to spend as little as possible of a given budget to win a bonus, but winning this bonus needed collaboration and risk management skills. This experiential activity helps to show the level of trust in an organisation, how a group exchanges information in a work situation. Watching the shift from competition to collaboration is interesting.

This experiential learning workshop was an intensive full day experience. The participants were fully engrossed an engaged trying out the bestselling experiential learning tools designed by RSVP Design.