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Intended to all educational technology students.
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What are direct and purposeful experiences?
These are concrete and firsthand experiences that make up the foundation of our learning.
These are the rich experiences that our senses bring from which we construct the ideas, the concepts, the generalization that give meaning and order to our lives
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Why are the direct experiences purposeful?
They are not mechanical and a matter of going through the motion.
They are not mere sensory excitement. They are experiences that are internalized in the sense that these experiences involve the asking of questions that have significance in the life of the person undergoing the experience.
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Examples: preparing a mealmaking a piece of furniturePowerpoint presentationperforming a laboratory experimentdelivering a speech, taking a tripclimbing a mountain.
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What are the implications of direct, purposeful experience to learning?
Provide students with opportunities to learn by doing
Make use of real instructional materials as much as we can
Help in the development of five senses to the full to heighten their sensitivity to the world
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What are the implications of direct, purposeful experience to learning?
Draw meaning from their first hand experience
Budget of purchasing materials sets the teacher free from worrying.
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Impact
ADVANTAGES
We can gain knowledge through experience
Serves as the foundation of inappropriate knowledge. concept formation.
DISADVANTAGES
There would be a possible through experience wrong interpretation of that experience that will lead to
When misguided or misinterpreted, it could possibly caused confusion.
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CONTRIVED EXPERIENCES
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CONTRIVED EXPERIENCES
is edited version of direct experiences
design to simulate to real- life situation
examples are model, mock up, objects, specimens, games and simulation.
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MODEL
is a reproduction of real thing in a small scale, or large scale or exact size, but made up of synthetic materials
substitute to a real thing which may or may not operational
your nameGlobe
Atom
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Mock up
is an arrangement of a real device or associated devices, display in such a way that representation of reality is created
substitute to real thing; sometimes it is giant enlargement
example is planetarium
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objectsMay also include artifacts displayed
in a museum or things displayed in an exhibit or preserved insect specimen in science
Animal skull different horns
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specimen
Is any individual or item considered typical of a group, class or a whole
Human Brain in Specimen Jar Mosquito
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simulation
representation of a manageable real event in which the learner is an active participant engaged in learning behavior or in applying previously acquired skills or knowledge
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Games
• forms of physical exercise taught to children at school
• Plays
• Examples are relay, bees,
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Purposes of games
• To practice or refine knowledge or skills already acquired
• Identify gaps or weakness in knowledge or skills
• serve as summation or review
• Develop new relationships among concepts and principles
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Difference between game and simulation
• Games are played to win: there is a competition
• Simulation needs not winner, seems to be more easily applied to the issues rather than to processes
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General purposes of simulation and games in
education
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• Develop changes in attitude
• Change specific behavior
• Prepare for participants for assuming new roles in d’ future
• Help individuals understand their current roles
• Increase the students’ ability to apply principles
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• Reduce complex problems or situations to manageable elements
• Illustrate roles that may affect one’s life but that one may never assume
• to motivate learners
• Develop analytical processes
• sensitize individuals to another person’s life
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OTHER TYPE OF CONTRIVED EXPERIENCES
AQUARUIM
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OTHER TYPE OF CONTRIVED EXPERIENCES
TERARRUIM
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OTHER TYPE OF CONTRIVED EXPERIENCES
AVIARY
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OTHER TYPE OF CONTRIVED EXPERIENCES
HERBARIUM
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OTHER TYPE OF CONTRIVED EXPERIENCES
HERBARY
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OTHER TYPE OF CONTRIVED EXPERIENCES
VIVARIUM
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OTHER TYPE OF CONTRIVED EXPERIENCES
SOLARIUM
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OTHER TYPE OF CONTRIVED EXPERIENCES
DIORAMA
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OTHER TYPE OF CONTRIVED EXPERIENCES
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Why do we make use of contrived experiences?
To overcome limitations of space and time
To “edit” reality for us to be able to focus on parts or a process of a system that we intend to study
To overcome difficultiesTo understand inaccessibleHelp the learner understand
abstractions
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Questions enumerated by Edgar Dale in evaluating
contrived experience used in class
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is the model or mock up necessary or can you make use of the original?
could some other device such as a photograph or chart portray the idea more effectively?
is the idea appropriate for the presentation in a model?
are the important details of construction correct?
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could wrong impressions of size, color and shape result from using this model?
does the model oversimplify the idea?
If it is purchased, will the model be used often enough to justify its cost?
If it is to be made by the students, is the model likely to be worth the time, effort and money involved?
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Summing upContrived experiences are substitutes of
real things when it is not feasible to bring the real thing to the class.
The most important thing to remember when we make use of models and mock ups are to make them as close as the real represent. If for one reason or another they could not replicate the real things in size and color and we should at least cautions the reader or the user by giving the scale.
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1. What does Direct Purposeful Experiences mean?
A. These are our firsthand experience that serves us the foundation of learning
B. These are the Knowledge that retained already in our mind
C. These are all about happiness
D. These are given by our ancestors
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2. Base on Dale’s Cone of Experience in what level we can found out this direct purposeful experiences.?
A.First level
B.Second level
C.Third level
D.Fourth level
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• 3. ________are firsthand experiences that serves as the foundation of learning.
A.Direct Experiences
B.Direct Object
C.Directional
D.Contrived Experiences
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4. It is best for the learners to lead concept formation and abstraction?
A.Direct Object
B.Directional
C.Contrived Experiences
D.Direct Experiences
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5. Are direct experiences have a great impact of learning?
A.Yes
B.No
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6. What is the best teacher?
A.English
B.Science
C.Math
D.Experiences
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7. These experiences are designed to stimulate to real-life situations.
A.direct, purposeful experiences
B.contrived experiences
C.dramatized experiences
D.trip experiences
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8. It is any individual or item considered typical of a group, class or whole.
A.Object
B.Simulation
C.Specimen
D.Mock up
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9. It is a reproduction of a real thing in a small scale, or large scale, or exact size- but made of synthetic materials.
A.Mock up
B.Model
C.Object
D.Specimen
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10. The planetarium may also be considered as what?
A.Mock up
B.Object
C.Artifacts
D.Specimen
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11. Fire and earthquake drills are examples of?
A.Games
B.Simulation
C.Mock up
D.Object
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12. It is a special model where the parts of a model are singled out, heightened and magnified in order to focus on that part or process under study.
A.Mock up
B.Games
C.Simulation
D.Model
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13. These are displayed in in a museum or objects displayed in exhibits preserved insect specimens in science.
A.Model
B.Mock up
C.Artifacts
D.Simulation
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14. The school election process is a form of?
A.Simulation
B.Model
C.Mock up
D.Artifacts
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15. These are played to win while simulations need not have a winner.
A.Simulation
B.Model
C.Games
D.Artifacts
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Direct, Purposeful & Contrived Experiences
EDUCATIONAL TECHNOLOGY I
BY: Jocelyn M. Gallegos
BSED