CONE OF EXPERIENCE [ by Edgar Dale]

  concrete to abstract

• 10% of what you read

able to define, list, describe, & explain

• 20% of what you hear

able to define, list, describe, & explain

• 30% of what you see

able to define, list, describe, & explain

• 50% of what you see & hear

able to demonstrate, apply, & practice

• 70% of what you say & write

able to analyze, define, create, & evaluate

• 90% of what you do

able to analyze, define, create, & evaluate

 

LEARNING EXPERIENCES SEQUENCE

by Edgar Dale:

bottom to top of the cone

1. Direct Purposeful Experiences

2. Contrived Experiences

3. Dramatized Experiences

4. Demonstrations

5. Field Trips

6. Exhibits

7. Motion Pictures

8. Still Pictures, Radio and Recordings

9. Visual Symbols

10. Verbal Symbols

 

3 CLASSIFICATION OF MEDIA

1. NON-PROJECTED MEDIA

Printed Visual Media

Pictorial Visual Media

Visual Symbols

Display Visual Media

 

2. PROJECTED MEDIA

Visual aids shown upon a screen by a projector

Printed media can be projected through an opaque projector

 

3. MULTIMEDIA & HYPERMEDIA

Audio Media

Audio-Visual Media

Computer & other electonic devices

Can be converted into projected aid

 

OTHER CLASSIFICATION OF MEDIA

1. TWO DIMENSIONAL LEARNING AIDS

appear or presented on a plane or flat surface

E.g. diagrams, charts, photographs, graphs, etc.

2. THREE DIMENSIONAL LEARNING AIDS

can be regular or irregular in shape w/ volume

E.g. chalkboard, text book, audio-cassette, film, videotape, and DVD, 35 mm slides, OHP, computer (e.g. PowerPoint presentation), on-line web course, television, etc.

 

I.                  NON-PROJECTED MEDIA

 

allow instruction to move from verbal representation to a more concrete level

A. PRINT MEDIA

printed or handwritten; readily available but not easy to update

most commonly used & most familiar with students

1. BOOKS/TEXTBOOKS

oldest & most common form of print media

    A. Browsing Books - catching the reader's eye for random reading

    B. Reference Books - designed for easy retrieval of particular information

2. HAND-OUTS

summarize the information presented (key ideas)

guide while on discussion & serves as reference material for the learners to remember the lesson

3. NEWSPAPER

information, opinion, entertainment provider & advertisement vehicle

popular form of print media that features politics, sport, consumer issues, education, business, the weather, advertising, environmental details, community issues & so on

4. WORKBOOK

activity booklet, worksheet, etc.

5. MODULE

 

B. PICTORIAL MEDIA

use for reading pictures in different level: Enumerative, Descriptive, Interpretative, & Integrative

1. FLAT/STILL PICTURES

cheapest & most readily available (from newspapers, magazines, etc.)

2. PHOTOGRAPHS

still pictures w/ can be mounted or unmounted

3. ILLUSTRATION

non-photographic reconstruction/representation of reality drawn/etched by illustrator

show instruction/direction

4. FLASHCARDS

valuable materials for drill activities

 

C. VISUAL SYMBOLS

representation of direct reality comes in the form of signs & symbols

1. CARTOONS

tell stories (issues/situation) metaphorically through pictures (need no captions) to influence public opinion

2. POSTERS

combination of bold designs and color

intended to catch attention on a significant fact, message, ideas, concepts and generalizations to summarize a unit

3. DRAWINGS & SKETCHES

crude and simple lines effective in presenting sufficient clarity to make the meaning vivid to learners (no illusion of depth)

4. DIAGRAMS

show arrangement and relationship by means of lines and symbols (visual summaries of facts)

work better for summarizing rather than introducing a lesson

better if it is used simultaneously with other materials

5. CHARTS

graphic or pictorial representations of a large mass of information

show progression thru time & space of people or events, ideas & objects

6. GRAPHS

present quantitative data for easier analysis and interpretation

show comparative relationship of data involved in size, trends & growth

best used in developing and in summarizing a unit

7. STRIP DRAWING & COMIC STRIP

simple, clear, & easy to read (made personal)

serves as a valuable practice in reading & widen reading interest

8. MAPS

usually shown on flat surface & used to represent the surface/parts of the earth

more detailed than globe

 

D. DISPLAY MEDIA

exhibiting props for more display

1. CHALKBOARD

most common devices used by teachers & students to present data

2. MULTIPURPOSE BOARD (whiteboard)

use to present data; visual aid panels

suitable for projection of films, slides & overhead transparencies

3. BULLETIN BOARD

present brief news announcements of urgent interest posted for public notice

decorative, motivational, & instructional aids

4. CLOTH BOARD, FELTBOARD, & MAGNETIC BOARD

movable displays can be produced

may illustrate stories, poems & other reading materials

5. FLIP CHARTS

can be flipped backwards or forwards as required in order to reveal the information on a particular sheet

CONTRIVED EXPERIENCES MEDIA

edited copies of reality and are used as substitutes for real things when it is not practical or possible to bring or do

6. DIORAMAS

statics displays consisting of a 3D foreground and a flat background to create a realistic scene

7. EXHIBITS

displays of various objects & visuals designed to form an integrated whole for instructional purposes

e.g. artifacts displayed, preserved specimen

8. MODELS

3D representation of real things, usually in a small scale

e.g. globes, scale models, different parts of body models, solar system simulator, etc.

9. REALIAS

real objects or part of a real objects convenienty available & safe

providing hands-on learning experiences

e.g. real objects, cutaways, specimens

10. MOCK UP/SPECIAL MODEL

arrangement of a real device or associated devices

e.g. planetarium

11. SIMULATION

representation of a manageable real event in which the learner is an active participant

e.g. fire drill, weather forecasting, etc.

12. GAME

to motivate, to add elements of competition & challenge, & to practice/refine knowledge/skills already acquired

 

II.               PROJECTED MEDIA

 

readily available & suitable for all use at all grade levels & for instruction in all curriculum areas

teacher can maintain eye contact with the students

1. OVERHEAD PROJECTION

1st projected visual aids

makes use of transparency called acetate (individual sheet of transparent film) and overlays (sheets of transparent film)

2. SLIDES

more modern than OHP

small-format photographic transparency individually mounted for one-at-time projection

standard size of slides is 5 x 5 cm

3. SOUND-SLIDES SETS

slides are not accompanied by sounds

programs may be advanced in manually or automatically

4. MULTI IMAGE PRESENTATION

showing several images simultaneously

may incorporate moving images, film or video but slides are used as foundation

5. FILMSTRIP

roll of 35mm transparent film containing a series of related still pictures intended for showing one at a time

6. OPAQUE

method of enlarging and projecting nontransparent material on screen using document camera

more complete room darkening is required

7. COMPUTER IMAGE PROJECTION

liquid crystal display (LCD) projections panels project computer images onto screen

works as the same as reflective OHP, minus the transparency

 

III.           MULTIMEDIA

 

any combination of text, graphics, sound, video & animation

MULTIMEDIA APPROACH TO TEACHING

appropriate and effective selection & usage of different media in such a combination to reach the teaching-learning objectives in the best possible manner

HYPERMEDIA

extension of the term hypertext (the ability to open new Web pages by clicking text links on a Web browser)

a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks

A. AUDIO MEDIA

self study for non readers, realistic foreign language practice, stories to stimulate the imagination, music for physical activity & advantage to the blind & other kinds of learners who are inclined to learn differently from the norm

e.g. radio, cassette, recorder, cd

B. AUDIO-VISUAL MEDIA

involves learning content that uses sound and vision

E.g. powerpoint presentations (complement the standard lecture), video clips, interactive/smart whiteboard, animation, video conferencing, TV, computer graphics, ebooks, digital portfolio, etc.

C. COMPUTER as Aid of Teaching

Information Tool

     e.g. info available on internet

Communication Tool

     e.g. email & other socmed

Constructive Tool

     e.g. microsoft word & other software

Situating Tool

     e.g. computer simulation program

 

GUIDELINES IN SELECTION INSTRUCTIONAL MATERIALS

APPROPRIATENESS

align to intended level; basic & supplementary to curriculum

AUTHENTICITY

pesent accurate, up-to-date & dependable info

RELEVANCE

up to date & related to the lesson in particular and to the specific needs, problems, & experiences of the learner

NOVELTY

possess an element of newness

can arouse the curiosity & a sense of discovery in the learners

INTEREST

can motivate, encourage, stimulate curiosity or satisfaction

ORGANIZATION & BALANCE

in accordance w/ principles of learning

purpose of the material must be clearly stated/perceived

PROXIMITY

group together elements that are related w/ each other

SIMPLICITY

contains only the essential features (not so many details)

REPETETION

uses to established pattern

SIZE

big enough to be seen by the farthest pupil

CONTRAST

high contrast (dark background + lighter color text)

DURABILITY

stand several uses

ECONOMY/COST-EFFECTIVE

worth its costs; substitute must be consideres first

EASY TO HANDLE

easy to manipulate, to put up & to store

 

TIP MODEL (Technology Integration Program)

I. analysis of learning & teaching needs

II. decide on objectives & assesment methods

III. design integration strategies

IV. prepare instructional environment

V. evaluate & revise integration strategies

 

EMC (EDUCATIONAL MEDIA CENTER)

Reflects and supports the philosophy of the school

Shares and implements the school’s aims and objectives

Source Center

Learning Laboratory

Teaching Agency

Service Agency

Coordinating Agency

Center of Recreational Materials

Community Resource Center

 

TYPES OF ALTERNATIVE DELIVERY SYSTEM

1. AUDIO TELECONFERENCE

live exchange & mass articulation of info among persons and machines remote from one another but linked by a telecommunications system

2. DISTANCE EDUCATION/LEARNING

Lots of Flexibility

No commuting

Numerous choice of schools

Lowered cost

Learn while working

Lack of social interaction

Format isn’t ideal for all learners

Some employers don’t accept online degrees

Requires adaptability to new technologies

Not all courses required to complete the degree may be offered online

3. BROADCAST RADIO

More accessible than gas for your car or food for you belly

Interactive

Up to date and Accessible

Bias

Fleeting

4. AUDIOGRAPHIC TELECONFERENCING

“electronic whiteboarding” or “screen sharing” form of teleconferencing using both an audio, a data connection, & a system allow for sharing software

5. ONLINE TECHNOLOGIES

ELECTRONIC MESSAGES

e.g. email, chat rooms

ACCESS INFORMATION

e.g. search engines

DOWNLOADING SOFTWARE

e.g. games, music

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KINDS OF CHARTS AND EXAMPLES

1. Data Chart – quantitative data

2. Pictorial Chart – pictures to present data

3. Schematic Chart – principle or law as applied

4. Diagrammatic Chart – verb chart, e.g.

5. Multiple Leaf Chart – internal working parts of a machine, e.g.

6. Phantom View Chart – shows hidden parts w/o obliterating the outer parts

7. Development or Progress Chart – profile of a place or a person, e.g.

8. Table chart – bus trips, e.g.

9. Time & Tabular Chart – presidents and their term of office, e.g.

10. Stream or Tree Chart – family tree, e.g.

11. Flow or Organizational Chart – school personnel chart & life cycle of a frog, e.g.

 

KINDS OF GRAPHS

1. Line Graph

most accurate

used in plotting trends of relationships between two series of data

2. Bar Graph

simplest to read (Vertical or Horizontal)

lengths of the bars represent an amount or percentage data.

3. Circle or Pie Graph

used to represent component parts (percentage or fractional) of a whole (total).

4. Area or Solid Graph

used to compare two or three related totals using geometric shapes

5. Pictorial Statistics or Pictograph

use of related pictures in showing quantitative data

 

MAPS ACCORDING TO CONTENT

1. Physical Map

a.k.a relief map, commercial/economic map, product/industrial map

shows 3D representation of geographical outline of land & water, & land area in relation to the economy

2. Political map

shows national boundaries down to the smallest division

 

GENERATION OF COMPUTER

1. Vacuum Tube (1940-1956)

2. Transistors (1956-1963)

3. Integrated Circuits (1964-1971)

4. Microprocessors (1971-present)

5. Artificial Intelligence (present-future)

 

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