Dales Cone of Experience

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DALE’S CONE OF EXPERIENCE

(Reporters: Jose, Andres, Mamaril, Respicio, Cristobal K., Alconis)

Who is Edgar Dale?


• Edgar dale was born on April 27, 1900 and grew up on their family farm in North
Dakota, Benson, Minnesota, United States.
• Earned a bachelor's degree from the University of North Dakota, a master's degree from
Columbia University, and a PhD from the University of Chicago.
• A professor of education at a number of universities, including Ohio State University and
the University of Hawaii.
• Dale also played a key role in the development of educational technology. He helped to
establish the first instructional television station in the United States.
• He was an internationally renowned pioneer in the utilization of audio-visual material in
instruction.
• “The Father of Modern Media in Education.”
• Edgar Dale is an American educator and communication theorist who developed the
"Cone of Experience”, in the mid-20th century.
• He passed away in March 8, 1985, but his legacy lives on through the Cone of
Experience and his many contributions to the field of education.

DALE’S CONE OF EXPERIENCE
• First introduce in Dale's 1946 book, "Audio-visual Methods in Teaching."
• Learners retain more information by what they “do” as opposed to what is “heard”,
“read” or “observed”.
• Model that incorporates several theories related to instructional design and learning
processes.
• Illustrates the concreteness levels of
learning
• Takes the shape of an inverted cone and
originally has 11 levels.
• Visual analogy of the progression of
abstract learning experiences to
concrete ones

CONCRETE VS. ABTRACT


CONCRETE
o Purposeful experience that is seen, handled, tasted, touch, felt and smelled.
ABTRACT
o Verbal symbols and messages are highly abstract. They do not have a physical
resemblance to the objects or ideas.

THE 11 MODELS
1. Direct, Purposeful Experience

• First-hand experience
• Brings direct participation in the outcome and uses all of our senses

Examples:
1. Doing a PowerPoint Presentation
2. Making a laboratory Experiment

2. Contrived Experience

• Edited copies of reality


• Used as substitutes for real things when it is not practical or possible to bring or do the real
thing in the classroom.

Examples:
1. Model
2. Mock up
3.Specimen
4. Object

3. Dramatized Experience
• A process of communication in which both participants and spectators are engaged
Can range from formal plays, pageants, to less formal tableau, pantomine, puppets and role
playing

Examples:
1. Acting- actual participation
2. Observing- watching a dramatization take place

4. Demonstration

• It shows how certain things are and it visualizes of an important fact or idea.
5. Field Trips
The purpose of the field trips or study trips is usually observation for education, non-
experimental research or to provide students with experiences outside their everyday activitues
such as going camping with teachers and their classmates.
Classroom practices:
• Study trips can be recreationala and educational.
• Can be done inside the school or outside the institutions (indoors and
outdoors).

6. Exhibits
• In education, the arranged working models are exhibited n a meaningful way.
• Experiences that are for the eyes only; great way to present students with exposure to
new ideas, discoveries and inventions that would be difficult to display in a classroom
setting.

7. Educational Television
• Educational television is the use of television program in the field of distance education.
• May be in the form of individual tlevision programs or dedicated specialty channels that
is often associatedd with cable television in the United States as Public, educational and
government access (PEG) channel providers.
8. Motion Picture
• Used to slow down a fast process.
• It can omit the unnecessary or unimportant material.

9. Audio and Pictures


• For students who cannot deal with the motion or pace of real event. This is usually
understood by those who have difficulties in reading
• STILL PICTURES, RECORDINGS, AND RADIO
10. Visual Symbol
• Help the student to see the ideas, events or processes with the use of different symbols.
• It is the direct representation of the reality which comes in a form of signs and symbols. It
helps the students specially those who can easily understand the lesson with the use of
different symbols
Examples:
Chalkboard, Flat Map, Diagram, Drawings, Sketches, Cartoons Comics etc

Verbal Symbols
• Use of the words or verbal symbols to share meaning to individual.
• They usually do not contain visual clues to their meaning
• e.g. Written words

HOW RELEVANT IS THE DALE'S CONE OF EXPERIENCE?


THE CONE IN LEARNING AND DEVELOPMENT
• Students use their eyes, ears, noses, mouths and hands to explore and immerse the
experience.
• Learners have the chance to discover new experiences.
• Training events are emotionally rewarding and will motivate participants to
continue learning throughout their lives.
• Students have the opportunity to reflect on their past experiences to create new
experiences.
• Learners get a sense of personal achievement.
• And students can create their own dynamic experiences.
With this in mind, instructional designers should focus on creating memorable learning
experiences where learners can see, hear, taste, touch and try.
Furthermore, we need to take advantage of other media. As long as all mediums are
beneficial for your learners, you can combine as many as you wish.

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