0% found this document useful (0 votes)
161 views25 pages

ED 8 Edgar Dales Cone of Experience 1

Edgar Dale developed the Cone of Experience, a model showing 11 stages of learning from concrete to abstract. At the bottom are direct experiences using senses; moving up are increasingly symbolic representations like demonstrations, films, and words. The cone corresponds to enactive, iconic, and symbolic modes of learning. Dale's model remains influential for showing that more engaging, multisensory lessons aid understanding better than purely abstract lessons.

Uploaded by

Allen Bercasio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
161 views25 pages

ED 8 Edgar Dales Cone of Experience 1

Edgar Dale developed the Cone of Experience, a model showing 11 stages of learning from concrete to abstract. At the bottom are direct experiences using senses; moving up are increasingly symbolic representations like demonstrations, films, and words. The cone corresponds to enactive, iconic, and symbolic modes of learning. Dale's model remains influential for showing that more engaging, multisensory lessons aid understanding better than purely abstract lessons.

Uploaded by

Allen Bercasio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

ED 8 TECHNOLOGY FOR TEACHING AND LEARNING 1

Edgar Dales Cone


of experience
Reporter: Jonna G. Diapera
BSEd-English
Edgar Dale

An American educator who developed


the Cone of Experience.
Born in 1900 at the dawn of a new
millennium, Edgar Dale’s work continues
to influence educational technologists in
the 21st Century.
Dale’s Cone of Experience is a
Dale's Cone of visual model that is composed of
eleven (11) stages starting from

Experience concrete experiences at the


bottom of the cone then it becomes
more and more abstract as it reach
the peak of the cone.
The Cone of Experience corresponds with
three major modes of learning:
Enactive
Iconic
Symbolic
Enactive
Direct Purposeful Experiences
Contrived
Dramatized
Direct
"First hand Experiences"
Purposeful Have direct participation in

Experiences the outcome

Use of all our senses

Example:
Working in a homeless shelter
Tutoring younger children
Contrived Experiences
Here, we make use of a representative models and
mock-ups of reality.
"Edited copies of reality"
Necessary when real experience connot be used or
are too complicated.

EXAMPLES:
Conducting election of class and school officers
Mock up of a clock
Topics under Contrived Experiences
Models

Games Mock Ups


Contrived
Experiences

Simulations Objects

Specimens
Dramatized Experiences
"Reconstructed Experiences"
Can be used to simplify an event or idea to its
most important parts.
DIVIDED INTO TWO (2) CATEGORIES
Acting - actual participation
Observing - watching a dramatization take place
OTHER FORMS:
1. Plays 4. Pantomime
2. Puppets 5. Tableu
3. Pageant
ICONIC
Demonstrations
Study Trips
Exhibits
Educational Television
Motion Pictures
Recordings, Radio, Still Pictures
Iconic Progressively moving toward greater use of
imagination

Experiences Successful use in a classroom depends on how


much imaginative involvement the method

on the cone can illicit from students


A visualized explanation of an

Demonstrations important fact, idea or process by


the use of:
1. Photographs 4. Displays
2. Drawings 5. Guided Motions
3. Films
Showing how things are done.
- How to make a peanut butter and
jelly sandwich
Demonstrations are a great mixture
of concrete hands-on application and
more abstract verbal explanation.
Study Trips

Watch people do things in real situations


Observe an event that is unavailable in
the classroom

EXAMPLE: Field Study


Exhibits
These are displays to be seen by spectators
May consist of working models, charts and
posters.

TWO TYPES
Ready made
- Museum
- Career fair
Home-made
- Classroom project
- National History Day competition
Educational Television and Motion Pictures
TELEVISION Motion Pictures
Bring immediate interaction Can omit unnecessary or
with events from around the unimportant material
world. Used to slow down a fast
Edit an event to create process
clearer understanding than if Viewing, seeing and hearing
experienced actual event first experience
hand Can re-create events with
EXAMPLE: simplistic drama that even
slower students can grasp
Recordings, Radio, Still Pictures
Can often be understood by those who cannot
read. Lack auditory dimension.
Helpful to students who cannot deal with the
motion or pace of a real event or television
These are visual or auditory devices which maybe
used by an individual or a group.

EXAMPLES:
- Time life magazine
- Listening to the old radio broadcasts
- Listening to music
Symbolic
Visual Symbols
Verbal Symbols
Symbolic
Refers to the use of words or printed
materials which no longer resemble the
object under study.

Example the word whale. Upon reading or


hearing the word whale, the learner can
form a mental image about it.
Visual Symbols
No longer involves reproducing real situations
Chalkboard and overhead projector the most
widely used media
Help students see an idea, event, or process

EXAMPLES:
- Chalkboard
- Flat maps
- Diagrams
- Charts
Topics under Visual Symbols
Strip
Drawings
Maps Graphs

Drawings VISUAL Charts


SYMBOLS

Cartoons Diagrams
Posters
Verbal Symbols
They are not like the objects or ideas for
which they stand. They usually do not contain
visual clues to their meaning.

Written words fall under this category. It may


be a word for a concrete object (book), an
idea (freedom of speech), a scietific principle
(the principle of balance), a formula (e=mc2)
I see and I forget.
I hear and I remember.
I do and I understand.
- Confucius

You might also like