The “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.
Principles on
the 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.
- Direct experience allows us to use all senses.
- 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.
- 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.
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
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
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
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:
•
Expensive
ü viewing
problems
ü timing
with classroom lessons
ü misconceptions about time, size, and ideas
Exhibits
•
present objects or processes otherwise
impossible inside the classroom
•
exposure to new ideas, discoveries,
inventions
•
problems
that may be encountered:
ü too
little space
ü time
– consuming
ü maintenance
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
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
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
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.
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
Model
of Learning By Jerome S. Bruner
Jerome
S. Bruner Harvard psychologist, Jerome S. Bruner, presents a
THREE-TIERED MODEL OF LEARNING where he points out that every area of knowledge
can be presented and learned in three district steps. He presented a similar
idea, emphasizing the mental operations of learners. Bruner suggested that
successfully “thinking” at abstract levels involved progressing from related
direct experiences (enactive), through related iconic experiences, and then
into the realm of abstraction.
ENACTIVE-
refers to the direct or actual experiences or
encounter with what is. This is a life on the raw, rich and unedited. They form
the bases for all other learning experiences.
ICONIC-
Refers to the more abstract experiences which could
be in the form of picture
SYMBOLIC-
refers to the use of the words or printed materials
which no longer resemble the subject under study.
The BRUNER’S THREE-TIERED MODEL OF LEARNING
- suggests that learning is
more impressive if one proceeds from the concrete to abstract, or from specific
to general because more senses are involved and the relationships are built in
a more pronounced manner.