THE CONE OF EXPERIENCE
What is Dale’s cone of experience?
• 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.
- 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
Symbol
- 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 Symbol
- chalkboard/whiteboard, flat maps, diagrams, charts
- fits the tempo of presentation of idea, topic or situation
- very easy to procure and prepare
Recordings,
Radio, Still Pictures
- attention – getting, particularly projected views
- concretize verbal abstraction
Television and Motion Pictures
- a solution to time and space constraits
- provides “windows to the world
- effective for presenting movements, continuity of ideas or events
- substitute for dangerous direct learning experiences
- Limitations:
Viewing problems
Exhibits
- Present objects or processes otherwise impossible inside the classroom
- Exposure to new ideas, discoveries, inventions
- Problems that may be encountered:
Time—consuming
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 learner.
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
Contrived Experience
- 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 Experience
- 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 experience.
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