Friday, October 16, 2015

The Cone of Experience

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.

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