Thursday, 15 October 2015

The Cone of Experience by Edgar Dale

What is Dale's Cone of Experience?

  • The Cone of Experience is a pictorial device used to explain interrelationships of the various types of audio-visual media, as well as their individual "positions" in the learning process.
  • The cone's utility is selecting instructional anj activities is a practical today as when Dale created it.

Principles of the Cone of Experience

  • The cone is based on the relationship of various educational experiences to reality (real life), and the bottom level of the cone, "direct-purposeful experiences", represents reality or the closest thing to real in 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 experiences allow 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.
  1. Verbal Symbols
    • Principal medium of communication.
    • Bear no physical resemblance to the object or ideas for which they stand.
    • May be a word for concretion, idea, scientific principle, formula or philosophic aphorism.
    • Disadvantage: highly abstract.
  2. Visual Symbols
    • Fits the tempo pf presentation of ideas, topic or situation.
    • very easy to procure and prepare.
    • Limitations: lack of ability to use  the media size of visuals simplification leads to misconceptions.

  3. Recordings, Radio, Still Pictures
    • Attention-getting, particularly projected views.
    • Concertized verbal abstract
    • Limitations: size of pictures or illustrations expensiveness of projected materials and equipment timing difficulties between radio shows and classroom lessons.
  4. Television and Motion Pictures
    • can reconstruct the reality of the past that we are made to feel that we are there.

  5. Exhibits
    • these are displays to be seen by spectators. they may consists of working models arranged meaningfully or photographs with models, charts, and posters.
  6. Study Trips
    • these are excursions, educational trips and visits conducted to observed an event that is unavailable within the classroom.
  7. Demonstrations
    • it is a visualized explanation of an important fact, idea or process by the use of graphs, drawings, films, displays, or guided motions.
  8. Dramatized Experience
    • through dramatization we can participate in reconstructed experience through the original event is far removed from us in time.
  9. Contrived Experience
    • we make use of representative models mock-ups of reality for practical reasons.
  10. Direct-Purposeful Experience
    • it is the first hand experience which serves as the foundation of our learning.

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