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• Cone of Experience • Pie Graph on Senses and Perception • Reasons for Using Instructional Media in the Classroom • Guidelines in the Selection of Instructional Media

Cone of Experience

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Page 1: Cone of Experience

• Cone of Experience

• Pie Graph on Senses and Perception

• Reasons for Using Instructional Media in the Classroom

• Guidelines in the Selection of Instructional Media

Page 2: Cone of Experience

The “Cone of Experience”The “Cone of Experience”

“A visual analogy, and like all analogies it does not

bear an exact and detailed relationship to the

complex elements it represents .”

Page 3: Cone of Experience

What is Dale’s cone of experience?

•The cone of experience is a pictorial device used to explain the interrelationships of the various types of audio-visual media, as well as their individual “positions” in the learning process.

•The cone's utility in selecting instructional resources and activities is as practical today as when Dale created it.

Page 4: Cone of Experience

Cone of Experience

Direct, Purposeful Experiences

Contrived Experiences

Dramatized Experiences

Demonstrations

Field Trips

Television

Motion Pictures

Recordings, Radio, Still Pictures

Visual Symbols

Verbal Symbols

Exhibits

Page 5: Cone of Experience

The cone is based on the relationships of various educational experiences to reality (real life), and the bottom level of the cone, "direct purposeful experiences," represents reality or the closest

things to real, everyday life. The opportunity for a learner to use a variety or several senses (sight, smell, hearing, touching, movement) is considered in the cone.

Principles on the cone of Experience:

Page 6: Cone of Experience

Direct experience allows us to use all senses.

Verbal symbols involve only hearing.

The more sensory channels possible in interacting with a resource, the better the chance that many students can learn from it.

Each level of the cone above its base moves a learner a step further away from real- life experiences, so experiences focusing only on the use of verbal symbols are the furthest removed from real life.

Page 7: Cone of Experience

Motion pictures (also television) is where it is on the cone because it is an observational experience with little or no opportunity to participate or use senses other than seeing and hearing.

Contrived experiences are ones that are highly participatory and simulate real life situations or activities.

Dramatized experiences are defined as experiences in which the learner acts out a role or activity.

Page 8: Cone of Experience
Page 9: Cone of Experience

Verbal Symbols

• principal medium of communication

• bear no physical resemblance to the objects or ideas for which they stand

• may be a word for concretion, idea, scientific principle, formula or philosophic aphorism

• Disadvantage: highly abstract

Page 10: Cone of Experience

Visual Symbols

• chalkboard/whiteboard, flat maps, diagrams, charts

• fits the tempo of presentation of idea, topic or situation

• very easy to procure and prepare

• Limitations:lack of ability to use the media size of visuals simplification of visual materials leads to misconceptions

Page 11: Cone of Experience

Recordings, Radio, Still Pictures

• attention – getting, particularly projected views

• concretized verbal abstraction

• Limitations:size of pictures or illustrations expensiveness of projected materials and equipment timing difficulties between radio shows and classroom lessons

Page 12: Cone of Experience

Television and Motion Pictures

• a solution to time and space constraints

• provides “windows to the world”

• effective for presenting movement, continuity of ideas or events

• substitute for dangerous direct learning experiences

• Limitations:Expensiveviewing problems timing with classroom lessons misconceptions about time, size, and ideas

Page 13: Cone of Experience

Exhibits

• present objects or processes otherwise impossible inside the classroom

• exposure to new ideas, discoveries, inventions

• problems that may be encountered: too little space time – consuming maintenance

Page 14: Cone of Experience

Demonstrations• visualized explanation of an important fact or idea or process

• may require nothing more than observation or students may be asked to do what has just been shown how to do

• Disadvantages: ideas or processes might not be interpreted or

conceived very well visibility to all learners

Page 15: Cone of Experience

Field Trips• undertaken primarily for the purpose of experiencing something

that cannot be encountered within the classroom

• a rich experience in learning about objects, systems, and situations

• Disadvantages:

time-consuming expensive high exposure to danger /accidents inadequacy of the community’s resources

Page 16: Cone of Experience

Dramatized Experiences

• help get closer to certain realities that are no longer available at first hand

• stirring and attention getting

• participant learns to understand intimately the character he portrays

• teaches cooperative work

• Disadvantages:time consuming without commensurate results participation is limited to few individuals

Page 17: Cone of Experience

Contrived Experiences• an “editing” of reality

• substitutes for confusing or unmanageable first – hand experiences

• easier to handle, manipulate or operate

• Disadvantages: simplification leads to misconceptions, distorted views, and

incomplete pictures of reality no freedom to handle expensive or fragile models, mock – ups, specimens, etc.

Page 18: Cone of Experience

Direct, Purposeful Experiences

• unabridged version of life itself

• direct participation with responsibility for the outcome

• the basis for the most effective and lasting learning

• Disadvantage:

not all things can be learned through direct, first hand experiencing

Page 19: Cone of Experience

Pie Graph on Senses and Perception

Page 20: Cone of Experience

Pie Graph on Senses and Perception

11%

83%

1.5%3.5%

1.5%

Sight

Sound

Smell

Touch

Taste

Page 21: Cone of Experience

Retention Rate Levels• Learning is an active process. Retention level

practically increases as students are actively involve in various learning activities.

• Researchers found out that the most effective approaches – resulting in 75% and 90% retention rates, respectively – are learning by doing and learning by teaching others.

Page 22: Cone of Experience

0

10

20

30

40

50

60

70

80

90

Reading10%

Hearing20%

Seeing30%

Hearing and

Seeing50%

Hearing Saying Doing90%

Saying70%

What I hear, I forget.What I see, I remember.What I do, I understand

Page 23: Cone of Experience

Reasons for Using Instructional Media in the Classroom

Source: Kemp, J. & Smellie, D. (1994). Planning, producing, and using instructional technologies. 7th edition. NY: Harper Collins

Page 24: Cone of Experience

Happening too quickly

• Media used: films, charts, movies, specimens

Page 25: Cone of Experience

Too complex to be appreciated

• Media used: – Mock-ups, models, diagrams, charts, pictures

Page 26: Cone of Experience

Too small to be observed

• Media used: – Telescope, microscope, lens, drawings, films,

slides, models, pictures

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Too large to be easily comprehended

• Media used: – models, mock-ups, films, slides, diagrams

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Too dangerous to permit live observation

• Media used: – simulators, films, slides, diagrams

Page 29: Cone of Experience

Distracters of Instruction