Martes, Oktubre 13, 2015

The Cone of Experience

The 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.


How Can Instructors Use the Cone of Experience? According to Dale’s research, the least effective method at the top, involves learning from information presented through verbal symbols, i.e., listening to spoken words. The most effective methods at the bottom, involves direct, purposeful learning experiences, such as hands-on or field experience. Direct purposeful experiences represents reality or the closet things to real, everyday life. The cone charts the average retention rate for various methods of teaching. The further you progress down the cone, the greater the learning and the more information is likely to be retained. It also suggests that when choosing an instructional method it is important to remember that involving students in the process strengthens knowledge retention. It reveals that “action-learning” techniques result in up to 90% retention. People learn best when they use perceptual learning styles. Perceptual learning styles are sensory based. The more sensory channels possible in interacting with a resource, the better chance that many students can learn from it. According to Dale, instructors should design instructional activities that build upon more real-life experiences. Dales’ cone of experience is a tool to help instructors make decisions about resources and activities. The instructor can ask the following: • Where will the student’s experience with this instructional resource fit on the cone? How far is it removed from real-life? • What kind of learning experience do you want to provide in the classroom? • How does this instructional resource augment the information supplied by the textbook? • What and how many senses can students use to learn this instructional material? • Does the instructional material enhance learning?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.

How Can Instructors Use the Cone of Experience? According to Dale’s research, the least effective method at the top, involves learning from information presented through verbal symbols, i.e., listening to spoken words. The most effective methods at the bottom, involves direct, purposeful learning experiences, such as hands-on or field experience. Direct purposeful experiences represents reality or the closet things to real, everyday life. The cone charts the average retention rate for various methods of teaching. The further you progress down the cone, the greater the learning and the more information is likely to be retained. It also suggests that when choosing an instructional method it is important to remember that involving students in the process strengthens knowledge retention. It reveals that “action-learning” techniques result in up to 90% retention. People learn best when they use perceptual learning styles. Perceptual learning styles are sensory based. The more sensory channels possible in interacting with a resource, the better chance that many students can learn from it. According to Dale, instructors should design instructional activities that build upon more real-life experiences. Dales’ cone of experience is a tool to help instructors make decisions about resources and activities. The instructor can ask the following: • Where will the student’s experience with this instructional resource fit on the cone? How far is it removed from real-life? • What kind of learning experience do you want to provide in the classroom? • How does this instructional resource augment the information supplied by the textbook? • What and how many senses can students use to learn this instructional material? • Does the instructional material enhance learning?


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. However, Dale included no numbers and did not base his cone on scientific research, and he also warned readers not to take the cone too seriously. The numbers originated from 1967, when a Mobile oil company employee named D. G. Treichler published a non-scholarly article in an audio magazine titled Film and Audio-Visual Communications.

























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