Professional Documents
Culture Documents
American educator who developed the Cone of Experience. He made several contributions to
audio and visual instruction, including a methodology for analyzing the content of motion
pictures.
Early career
Edgar Dale was born on April 27, 1900 in Benson, Minnesota. He received a B.A. and M.A. from
the University of North Dakota and a Ph.D from the University of Chicago.[1] His doctoral thesis
was titled "Factual Basis for Curriculum Revision in Arithmetic with Special Reference to
Children's Understanding of Business Terms."[2] and is precursor for his later work with
vocabulary and readability.
From 1921 to 1924, Dale was a teacher and the superintendent of schools in Webster, North
Dakota. In 1924, he became a teacher at junior high school in Winnetka, Illinois, where he
stayed until 1926.In 1928, Dale's interest in film led to a position with Eastman Kodak as a
member of the editorial staff of Eastman Teaching Films in Rochester, New York for one year.[3]
In 1929, Dale left Kodak to become a professor at Ohio State University.[4]Dale remained a
professor at OSU until his retirement in 1970.[5]
In 1933, Dale wrote a paper on how to effectively create a high school film appreciation class.
This paper has been noted for having a very different view of adolescent interaction with films
than that taken by the Film Control Boards of the time.[6]
The Edgar Dale Cone of Experience summarizes how learners retain information. A person
remembers 10% of what they read, 20% of what they heard, 30% of what they seen and 50% of
what is seen and heard.
MODEL
A model is a representation of an idea, object, event, process or system (see below for examples of types of models ).
Models and modelling play a crucial role in science practice. One justification for their inclusion in science teaching is that
they contribute to an ‘authentic’ science education, where teaching reflects the nature of science as much as possible.
different meaning from the model than that intended by the teacher. For example students may:
1. Introduce the idea that the model is intended to show and find out what ideas students already have about that
event or pattern.
2. Carry out the modelling activity.
3. During the activity, or at the end if more appropriate, talk about how the model/modelling activity is ‘like’ what
would really be happening and how it is ‘different’.
4. The analysis of the model could also include a discussion of how the model shapes a particular view of ‘reality’.
Such an analysis would focus on:
○ identification of the positive features of the model (what is deliberately chosen to represent
'reality')
○ identification of the negative features of the model (what is deliberately excluded)
○ identification of the neutral features (what is ignored or not commented on).
5. Return to the ‘big idea’ at the end and let the students explain to you the sense they have made of the activity.
Older students could analyse the model for themselves after some practice runs and their comparisons could be
used to assess their new learning. Students may continue to need help do this for every new model used.
Mental models become expressed models when they enter the public domain through action, speech, and writing. They are
often represented as analogies and metaphors.
August Kekule was puzzled by benzene, a 6-carbon molecule. There are many stories of his famous dream where he saw
dancing snakes biting their own tails, and realized the benzene molecule could be seen as a ring structure rather than a
straight chain. This was his mental model.
The expressed model he made as a result of his ‘dream’ helped others understand how the atoms could fit together.
When John Dalton started thinking about atoms he thought of them as if they were bowls or balls – this was his mental
model.
His experiments in 1802 supported the theory that matter was made of particles and he pictured them as small billiard balls.
Using this model he was able to show how each element could be represented as being made up of the same kinds of atoms,
and that compounds could be explained as being made up of atoms in specific ratios – this was his expressed model.
J.J. Thomson studied atomic theory and cathode rays, and postulated the existence of small negative particles we now call
electrons. He realised that the ‘billiard ball’ model where atoms had the same composition throughout didn’t explain the
existence of electrons. His expressed model showed atoms having negative electrons dotted throughout the positive atom
enlargements (an enlarged view of something too small to be seen); and working models. For example:
● Leonardo da Vinci created many wonderful anatomical drawings (two-dimensional models) and these helped
further medical understanding.
● The internal structure of the Earth at Te Papa Tongarewa’s Awesome Forces exhibit is a scaled miniature. The
model shows the layers of the Earth’s interior in what we believe to be their correct proportions.
● The structure of a cell can be represented as a scaled enlargement.
Digital models
Digital models include animated models and simulations. Simulations allow students to simulate a situation, such as making
choices about land use. Animated models may also allow students to control variables to see what impact each variable has.
Digital models intended for learning are called learning objects. Teachers can find a wide variety of learning objects suitable
for use with New Zealand students of all ages available in Australia's Scootle. These objects were previously available in
Digistore/Te Pataka Matahiko. They include animated models of science concepts such as cell division and tectonic plate
movement, through to simulations of decisions about land use and factors which influence the UV index.
MOCK UPS
It is an arrangement of real device or associated devices displayed in such a way that representation of reality is
created. Also it is a special model where the parts of a model are singled out, heightened and magnificent in
order to focus on that part of the process under the study.
In the broader design context: Mockup is a scale model of a product, used for demonstrating
and testing a design. For interaction design, the objectives are the same, but the mock-up is not
‘scaled’ since it needs to look as realistically as possible.
Mock-ups can be made by the instructor, as well as purchased commercially.
SPECIMEN
TEACHER'S REASONS FOR USING LIVE SPECIMENS IN THE CLASSROOM
Live specimens in the classroom add more than ambiance to the room
filled with students. Live specimens draw the interest of the students in a
way textbooks, online presentations and even videos and movies do not. A
teacher can take advantage of having live specimens in her classroom, like
animals, pets or green plants, to promote hands-on learning activities.
1.Shadow puppets- this type of puppets make use of translucent screen( rear-
view screen) and a light source for its effective use.
2. Rod puppets -they are flat cut out figures tacked t a stick, with one or more
movable parts and operated from below the stage level by wire rods or slender sticks.
3. Hand puppets -this type of puppets is made to slip over the hand like a glove.
The puppets head is operated by the forefinger of the puppeteer, the little finger and thumb
being used to animate the puppet hands.
4. Glove and finger puppets. - they make use of old gloves to which small
costumed figure are attached.
5. Marionettes - these are generally constructed of woods with articulating joints
that replicate those of human beings.
advantages:
limitations:
● Time consuming .
● It is expensive.
Drawing
So what does this mean? This means that your child should be drawing for many
reasons.
Cartoon
Comic Strip
The reason behind the efficacy of comic strips as a teaching tool is that
it engages students of different learning styles and engaging multiple
senses at once. Comic strips help students practice essential skills like
reading, understanding visual concepts, understanding context clues,
speaking, and ultimately, communicating complex ideas in the span of
3-4 panels. It also evokes thought about provocative issues and can
help students understand highly complicated matters in a condensed
and succinct form.
Diagram
Drawing that illustrates or visually explains a thing or idea by outlining its component parts
and the relationships among them.
Affinity Diagram
An affinity diagram is the organized output from a brainstorming session. Use it
to generate, organize, and consolidate information related to a product, process,
complex issue, or problem.
Tree Diagram
A Tree Diagram is a chart that begins with one central item and then branches into
more and keeps branching until the line of inquiry begun with the central item is
exhausted. The tree diagram, with its branching steps, motivates you to move from the
general to the specific in a systematic way.
Fishbone Diagram
A fishbone diagram, also called a cause and effect diagram or Ishikawa
diagram, is a visualization tool for categorizing the potential causes of a problem
in order to identify its root causes.
Chart
A chart is a graphical representation of data, in which "the data is represented by symbols, such as
bars in a bar chart, lines in a line chart, or slices in a pie chart". A chart can represent tabular numeric
data, functions or some kinds of qualitative structure and provides different info.
Time chart
is a chart showing the standard times in various parts of the world with reference to a specified
time at a specified place.