2. Years ago an educator named Edgar
Dale (Educational Media, 1960), often
cited as the father of modern media in
education, developed from his experience
in teaching and his observations of
learners the "cone of experience”. The
cone's utility in selecting instructional
resources and activities is as practical
today as when Dale created it.
3.
4. •10% of what they read
• 20% of what they hear
• 30% of what they see
• 50% of what they hear and see - video
• 70% of what they say or write
• 90% of what they say as they do
something
5. The cone is based on the relationships of
various educational experiences to reality
(real life).
The bottom level of the cone, "direct
purposeful experiences," represents reality
or the closest things to real, everyday life.
6. 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.
As you move up the cone, fewer senses are
involved at each level.
7. 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.
8. 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.
The experiences below this one provide
opportunity for the learner to enter into
the experience in more ways, using
more senses.
9. 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.
10. When Dale formulated the cone of
experience, computers were not a part of
educational or home settings, so they
aren't part of the original cone.
11.
12.
13. The importance of Dale's cone of experience is
the tool it provides to help a teacher make
decisions about resources or activities.
Using your knowledge of the cone, you can ask
yourself several questions about the potential
value of a resource to student learning.
14.
15. 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
16. 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
17. 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
18. 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
viewing problems
timing with classroom lessons
misconceptions about time, size, and
ideas
19. 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
20. 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
21. 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
22. 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
23. 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.
26. 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