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The “Cone of Experience”
What is Dale’s cone of experience?
• The cone of experience is a pictorial device use to
explain the interrelationships of the various types of
audio-visual media, as well as their individual
“positions” in the learning process.
• The cone's utility in selecting instructional
resources and activities is as practical today as when
Dale created it.
Cone of
Experience
Direct, Purposeful Experiences
Contrived Experiences
Dramatized Experiences
Demonstrations
Field Trips
Television
Motion Pictures
Recordings, Radio,
Still Pictures
Visual Symbols
Verbal
Symbols
Exhibits
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.
Principles on the cone of Experience:
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 aphorism
• 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
• concretize verbal abstraction
• 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
• Limitations:
Expensive
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
Field Trips
• 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 Experiences
• 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 Experiences
• 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, Purposeful Experiences
• 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
Reference:
Dale, E. (1954). Audio-Visual Methods in
Teaching. NY: Dryden Press.

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Cone of experience

  • 1. The “Cone of Experience”
  • 2. What is Dale’s cone of experience? • The cone of experience is a pictorial device use to explain the interrelationships of the various types of audio-visual media, as well as their individual “positions” in the learning process. • The cone's utility in selecting instructional resources and activities is as practical today as when Dale created it.
  • 3. Cone of Experience Direct, Purposeful Experiences Contrived Experiences Dramatized Experiences Demonstrations Field Trips Television Motion Pictures Recordings, Radio, Still Pictures Visual Symbols Verbal Symbols Exhibits
  • 4. 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. Principles on the cone of Experience:
  • 5. 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.
  • 6. 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.
  • 7.
  • 8. 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 aphorism • Disadvantage: highly abstract
  • 9. 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
  • 10. Recordings, Radio, Still Pictures • attention – getting, particularly projected views • concretize verbal abstraction • Limitations: size of pictures or illustrations expensiveness of projected materials and equipment timing difficulties between radio shows and classroom lessons
  • 11. 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 • Limitations: Expensive viewing problems timing with classroom lessons  misconceptions about time, size, and ideas
  • 12. 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
  • 13. 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
  • 14. Field Trips • 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
  • 15. Dramatized Experiences • 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
  • 16. Contrived Experiences • 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.
  • 17. Direct, Purposeful Experiences • 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
  • 18. Reference: Dale, E. (1954). Audio-Visual Methods in Teaching. NY: Dryden Press.