3. Introduction:
The cone of experience is a visual model, a pictorial
device that presents bands of experience arranged
according to the degree of abstraction and not degree
of difficulty. The farther you go from the bottom of the
cone, the more abstract the experience becomes.
4. Direct Purposeful Experiences
These are the first hand experience which serve as
the foundation of our learning. In the context of
the teaching-learning process, it is LEARNING BY
DOING.
Contrived Experiences
In here, we make use of a representative models or
mock ups of reality for practical reasons and so
that we can make the real-life accessible to the
students’ perceptions and understanding.
5. Dramatized Experiences
By dramatization, we can participate in a
reconstructed experience, even though the original
event is far removed from us in time.
Demonstration
It is a visualized explanation of an important fact, idea
or process by use of photographs, drawing, films,
displays, and guided motion.
6. Study Trips
These are the excursion, educational trips, and visits
conducted to observe an event that is unavailable
within the classroom.
Exhibits
These are displays to be seen by the spectators. They
may consist of working models arranged meaningfully
or photographs with models, charts, and posters.
7. Television and Motion Pictures
Pictures can reconstruct the reality of the past so
effectively that we are made to feel we are there.
Still Pictures, Recordings, Radio
These are visual and auditory devices which may be
used by an individual or a group.
8. Visual Symbols
These are no longer realistic reproduction of physical
things for these are highly abstract representation. Ex.
charts, graphs, maps, and diagrams.
Verbal Symbols
They are not like the objects or ideas for which they
stand. They usually do not contain visual clues to their
meaning. Written words fall under this category.
9. Conclusion:
Dale's "Cone of Experience," which he intended to
provide an intuitive model of the concreteness of
various kinds of audio-visual media, has been widely
misrepresented. Often referred to as the "Cone of
Learning," it purports to inform viewers of how much
people remember based on how they encounter
information.
10. Questions:
1. What are the learning aids found in the Cone of
Experience?
2. Which way is closest to the real world?
3. Which way is farthest from the real world, in this
sense most abstract?
4. What is the Cone of Experience?