Outline
Cone of Experience
Pie Graph on Senses and Perception
The “Cone of Experience”
What is Dale’s Cone of Experience?
• a pictorial device used to explain the interrelationships
of the various types of audio-visual media, as well as
their individual “positions” in the learning process.
• Useful in selecting instructional resources and activities
(is as practical today as when Dale created it)
Principles
The cone is based on the relationships of various
educational experiences to reality (real life), and the
bottom level of the cone, "direct purposeful
experiences," represents reality or the closest things to
real, everyday life
The opportunity for a learner to use a variety or several
senses (sight, smell, hearing, touching, movement) is
considered in the cone
Direct experience allows us to use all senses.
Verbal symbols involve only hearing.
The more sensory channels possible in interacting with a
resource, the better the chance that many students can learn
from it.
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 are ones that are highly
participatory and simulate real life situations or activities.
Dramatized experiences are defined as experiences in
which the learner acts out a role or activity.
Verbal Symbols
principal medium of communication
bear no physical resemblance to the objects or ideas
for which they stand
may be a word for concretion, idea, scientific
principle, formula or philosophic thought
Disadvantage: highly abstract
Visual Symbols
chalkboard/whiteboard, flat maps, diagrams,
charts
fits the tempo of presentation of idea, topic
or situation
very easy to procure and prepare
Limitations: lack of ability to use the media size of
visuals simplification of visual materials
leads to misconceptions
Recordings, Radio, Still Pictures
attention – getting, particularly projected
views
Limitations: size of pictures or illustrations
expensiveness of projected
materials and equipment timing
difficulties between radio
shows and classroom lessons
Television and Motion Pictures
a solution to time and space constraints
provides “windows to the world”
effective for presenting movement, continuity of
ideas or events
substitute for dangerous direct learning
experiences
Expensive
Limitations: viewing problems
timing with classroom lessons
misconceptions about time, size, and
ideas
Exhibits
present objects or processes otherwise
impossible inside the classroom
exposure to new ideas, discoveries, inventions
problems that may be encountered:
too little space
time – consuming
maintenance
Demonstrations
visualized explanation of an important fact or idea or
process
may require nothing more than observation or
students may be asked to do what has just been
shown how to do
Disadvantages: ideas or processes might not be
interpreted or conceived very well
visibility to all learners
Fieldtrips
undertaken primarily for the purpose of experiencing
something that cannot be encountered within the
classroom
a rich experience in learning about objects, systems,
and situations
Disadvantages: time-consuming expensive high
exposure to danger /accidents
inadequacy of the community’s
resources
Dramatized Experience
help get closer to certain realities that are no
longer available at first hand
stirring and attention getting
participant learns to understand intimately
the character he portrays
teaches cooperative work
Disadvantages: time consuming without
commensurate results
participation is limited to few
individuals
Contrived Experience
an “editing” of reality
substitutes for confusing or unmanageable first – hand
experiences
easier to handle, manipulate or operate
Disadvantages:
simplification leads to misconceptions, distorted
views, and incomplete pictures of reality no freedom to
handle expensive or fragile models, mock – ups,
specimens, etc.
Direct and Purposeful Experience
unabridged version of life itself
direct participation with responsibility for the
outcome
the basis for the most effective and lasting
learning
Disadvantage: not all things can be learned through
direct, first hand experiencing
Pie Graph on Senses and
Perception
Pie Graph on Senses and Perception
1.5%
Sight
3.5% 1.5%
Sound
Smell
11% Touch
Taste
83%
Retention Rate Levels
Learning is an active process. Retention level
practically increases as students are actively involve in
various learning activities.
Researchers found out that the most effective
approaches – resulting in 75% and 90% retention rates,
respectively – are learning by doing and learning by
teaching others
90
80
70
60
50
40
30
20
10
0
Hearing
Saying
Hearing Saying
Seeing 70%
and Doing
Hearing 30% Seeing 90%
Reading 20% 50%
10%
What I hear, I forget.
What I see, I remember.
What I do, I understand