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Years ago an educator named EdgarDale (Educational Media, 1960), oftencited as the father of modern media in
education, developed from his experience
in teaching and his observations oflearners the "cone of experience”. Thecone's utility in selecting instructionalresources and activities is as practical
today as when Dale created it.
Cone of Experience
Direct, Purposeful Experiences
Contrived Experiences
Dramatized Experiences
Demonstrations
Field Trips
Television
Motion Pictures
Recordings, Radio, Still Pictures
Visual Symbols
Verbal Symbols
Exhibits
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
Cone of Experience
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
Cone of Experience
attention – getting, particularly projected a – vies concretize verbal abstraction Limitations: size of pictures or illustrations expensiveness of projected materials and equipment timing difficulties between radio shows and classroom lessons
Cone of Experience
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
Cone of Experience
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
Cone of Experience
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
Cone of Experience
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
Cone of Experience
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
Cone of 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.
Cone of 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 experiencing
Cone of Experience
•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 dosomething
The cone is based on the relationships ofvarious educational experiences to reality(real life). The bottom level of the cone, "directpurposeful experiences," represents
realityor 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. As you move up the cone, fewer senses are involved at each level.
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.
The experiences below this one provide opportunity for the learner to enter into the experience in more ways, using more senses.
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.