DALE’S CONE OF EXPERIENCE 1
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Cone of Experience is a visual model meant to summarize Dale’s classification system for the varied types of mediated learning experiences.
The original labels for Dale’s ten categories are(bottom-up, from concrete to abstract) : Direct, Purposeful Experiences; Contrived Experiences; Dramatic Participation; Demonstrations; Field Trips; Exhibits; Motion Pictures; Radio; Recordings; Still Pictures; Visual Symbols; and Verbal Symbols.
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VERBAL SYMBOLS “The word horse does not look like a
horse or sound like a horse or feel like a horse.” (P53)
Idea, scientific principle, formula…
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VISUAL SYMBOLS Flat maps, diagrams, charts Fire 3.4% insects & disease 7.5% withdrawal for use 89.1%
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TELEVISION AND MOTION PICTURES
Compress both time and space(unlike field trips) ≠ original experience
Omit unnecessary and unimportant material and concentrate on a few selected points
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DRAMATIZED EXPERIENCE Eliminate many insignificant elements We can’t experience something in the
past.
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DIRECT, PURPOSEFUL EXPERIENCE “ This rich experience is
sensed. It is new; it has marked emotional tone; it produces a sense of achievement.”
Is it likely to be forgotten?
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It is said that people remember: 10% of what they read 20% of what they hear 30% of what they see 50% of what they see and hear 70% of what they write and say 90% of what they say as they do
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The bogus percentages were first published by an employee of Mobil Oil Company in 1967, writing in the magazine Film and Audio-Visual Communications. D. G. Treichler didn’t cite any research, but our field has unfortunately accepted his/her percentages ever since.
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apprenticeship or internship
use a variety or several senses (sight, smell, hearing, touching, movement)
Verbal symbols involve only hearing.
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.
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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/ dramatized experiences are ones that are highly participatory and simulate real life situations or activities.
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Help a teacher make decisions about resources or activities.Where will the student's experience with
this resource fit on the cone? How far removed from real life experience is it?
What and how many senses can learners use when interacting with this resource?
How does this resource augment the verbal and visual (maybe) symbols supplied in the textbook?
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REFERENCES Audio-visual Methods in Teaching by Edg
ar Dale (1954) http://web.utk.edu/~mccay/apdm/selusi
ng/selusing_d.htm http://www.willatworklearning.com/2006
/05/people_remember.html http://rapidbi.com/management/coneofe
xperience-dale/ Classroom Karma by David Wright
(2006)