This section has a highly important place in the experiential learning cycle. While varying with the profile and age of your target group, and session time, the experience must be associated with the existing concepts in all cases.
Reflecting only the emotions and sharing limited inferences may leave the closing of the experiential learning cycle incomplete.
These conceptual inputs may be comprehensive theories, models, as well as conceptual information that the participants have and that may vary according to the target group and subject. For example, sharing information about theories of democracy in the debriefing of a democracy-themed experience with adults will deepen the conceptualization. In addition, in a hygiene-themed game activity applied with children, they might be asked questions for other information they know about health and diseases and again may be related to hygiene.
Conceptual information does not have to be shared after the game and the subsequent reflection. The recollection of a topic that the participants have already read, studied in class, or searched can also be evaluated in this section. For example, a book read before coming to the training program can be reminded in the debriefing phase of the game, and the conceptual information from it can be associated with the game and real life.
We can not say that every trainer who practices experiential learning must have the expertise to convey conceptual information at the same time, however, in an experiential learning-based program, there must be a section in which conceptual information is searched/shared.