About Experiential Education
At Purdue, experiential education is a planned pedagogy centering on an authentic experience to strengthen students’ knowledge, skills, and abilities, paired with student reflection. There are seven common ExEd activities at Purdue University. Click to learn about each one.
Work-integrated learning
A subtype of experiential education that uses relevant work-based experiences to allow students to integrate theory with the meaningful practice of work. Common examples of work-integrated learning include internships, clinicals, student teaching, co-ops, and practicum.
Intercultural/travel learning
A subtype of experiential education which supports learning about, from, and/or in the context of regional or international cultures. Includes domestic or international travel or online/virtual interactions. Examples of intercultural/travel learning may include study abroad, study away, COIL, and virtual exchange.
Undergraduate research and scholarly projects
A mentored investigation or creative inquiry conducted by undergraduates that seeks to make a scholarly or artistic contribution to knowledge. A subtype of experiential education.
Note that "undergraduate" in this definition includes undergraduate students as well as professional students seeking their first degree (e.g., PharmD students).
This definition is adapted from the definition used by the Council on Undergraduate Research.
Service-learning
Service-learning is a subtype of experiential education in which students: participate in an organized service activity that meets community-identified needs; use knowledge and skills directly related to a course, discipline, and/or specific learning outcomes; and reflect on the service activity in such a way as to gain further understanding of course content and/or learning outcomes and an enhanced sense of personal values and civic responsibility. Service-learning can be academic or co-curricular in nature and should not be confused with volunteerism, community service, philanthropy, or advocacy.
Client-based applied projects
A subtype of experiential education in which students complete a deliverable for a client, partner, or specific audience for the purposes of enhancing and/or demonstrating student learning. Examples include designing and selling a product for a local business, analyzing data and making recommendations for a corporation, or creating a website for an upcoming event.
Scenario-based learning
A subtype of experiential education in which students engage in scenarios, cases, or other activities which represent actual or potential authentic situations aiming to prepare them for situation they may encounter in their personal or professional lives. Examples include role plays, simulations, and case competitions.
Engaged campus experiences
A subtype of experiential education in which students design, implement, or engage in on-campus experiences which both contribute to campus life and allow them to develop and/or apply knowledge, skills, and abilities. These programs are typically co-curricular in nature and complement the academic curriculum. Common examples of these activities include campus-based leadership experiences, on-campus employment, student-driven campus events, experiential student organizations, and other co-curricular activities.