- The
cone of experience is a pictorial device use 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.
- Verbal symbols involve only hearing.
- 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.
- 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.
- 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.
- 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
• Concretize 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
- viewing
problems
- timing
with classroom
lessons
- 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:
-too little space
- time – consuming
- maintenance
Demonstrations
• Visualized explanation of an important fact or idea or process
• 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
• Disadvantage: 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
Walang komento:
Mag-post ng isang Komento