Abstract

In this paper, I discuss the implementation of a small-scale Adventure Learning project in a higher education classroom. Data used to evaluate the Adventure Learning project indicates that the learner experience was engaging, meaningful, fun, and challenging. Suggestions for future practice and research include a call to rethink education in terms of pedagogy, social technologies, creative curricula, authentic learning, and narrative. Higher education learning experiences should foster participation and interaction and envision integrative approaches to learning that not only solve problems but also reconsider the kinds of experiences that we offer to learners.Keywords: adventure learning; pedagogy; social technologies; higher education; narrative

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