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Dale’s Cone of

Experience
(with equal attention given to both Conventional
Technology and the Innovative Emerging Technology
in teaching)
Objectives: at the end of this lesson the
students should be able to;
Familiarize with Dale’s Cone of Experience and provide classroom
processes or practices that exemplify each strata.
• Provide examples of the various instructional materials appropriate for
given instructional contexts.
The Cone of Experience
‘The cone is a visual analogy, and like all analogies,
it does not bear an exact and detailed relationship to
the complex elements it represents.” – Edgar Dale
In preparing to become a teacher, elements
should be taken into consideration. One way
is putting it is the 8M’s of teaching and each
element contributes to ensuring effective
instructions.
The 8M’s of Teaching
1. MILIEU – the learning environment
2. MATTER – the content of learning
3. METHOD – teaching and learning activities
4. MATERIALS – the resources of learning
5. MEDIA – communication system
6. MOTIVATION – arousing and sustaining interest in learning
7. MASTERY – internalization of learning
8. MEASUREMENT – evidence that learning took place

- With reference to the 8M’s of instruction, one element is media. Another is


material. These two M’s(media and material) are actually the elements of
the Cone of Experience.
- Edgar Dale‘s Cone of Experience relates well with various instructional
media which form part of the system approach to instruction.
The Bands in Dale’s Cone of Experience
• Direct purposeful experiences – These refers to foundation of
experiencing learning. Using the sense, meaning knowledge and
understanding are established. This is experiential learning where one
learns by doing.
• Contrived experiences – It is in this category that representations such as
models, miniatures, or mock ups are used. There are things or events that
may be beyond the learners grasp and so contrived experiences can
provide a substitute.
• Dramatized experiences – These are commonly used as activities that
allows students to actively participate in a reconstructed experience
through role-playing or dramatization.
• Demonstrations - When one decides to show how things are done, a
demonstration is the most appropriate experience. It is an actual execution of a
procedure or a process. A demonstration of how to bake a cake or how to execute
the dance step is an appropriate way of making the learning experience
meaningful.
• Study trips – These are actual visits to certain locations to observe a
situation or a case which may not be available inside the classroom.
Exhibits - These are displays of models such as
pictures, artifacts, posters, among others that can
provide the message or information. These are
basically viewed, however, there are currently
exhibits that allow the viewers to manipulate or
interact with the display and as a result, the
exhibit becomes more engaging and fun.
Television and motion pictures - These
technology equipment provide a two-dimensional
reconstruction of a reality. These allow learners to
experience the situation being communicated
through the mediated tools. They provide a
feeling of realism as viewers try to understand the
message portrayed by actors in the films.
• Still pictures, Recordings, Radio – Still are pictures or images. Together
in this category are the audio-recorded materials or information broadcast
through the radio.
• Visual Symbols – These are more abstract representations of the concept
or the information broadcast through the radio.
• Verbal symbols – This category appears to be the most abstract because
they may not exactly look like the concept or object they represent but are
symbols, words, codes or formulae.
REPORTERS:
- DALANDAS, ZAIRA R. (BTVTED-FSM-SC-T3)

- BACUSMO, CONNIE (BTVTED-FSM-SC-T3)

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