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Group 1 Dale's Cone of Learning Experience

Edgar Dale's Cone of Experience illustrates the progression of learning from concrete experiences to abstract concepts, emphasizing the importance of engaging multiple senses for effective learning. The model encourages educators to use varied instructional methods and materials tailored to learners' needs, promoting a blend of active and passive learning. Additionally, it aligns with Jerome Bruner's theory that learning is enhanced through real experiences before moving to abstract thinking.

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0% found this document useful (0 votes)
48 views47 pages

Group 1 Dale's Cone of Learning Experience

Edgar Dale's Cone of Experience illustrates the progression of learning from concrete experiences to abstract concepts, emphasizing the importance of engaging multiple senses for effective learning. The model encourages educators to use varied instructional methods and materials tailored to learners' needs, promoting a blend of active and passive learning. Additionally, it aligns with Jerome Bruner's theory that learning is enhanced through real experiences before moving to abstract thinking.

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edgar dale’s cone

of experience
discussed by: group 1
LEARNING OUTCOMES:
Familiarized with Dale’s Cone of Experience and
provide classroom processes or practice that
exemplify each strata (layer) of the Cone of
Experience
Provide examples of the various instructional
materials appropriate for the given instructional
context
''I see and I forget.
I hear and I remember.
I do and I understand."
-Confucius
EDGAR DALE
Edgar Dale (1900-1985) served on The Ohio
State University faculty from 1929 until 1970.
He was an internationally renowned pioneer
in the utilization of audio-visual materials in
instruction.
Professor Dale's most famous concept was
called the "cone of experience," a graphic
depiction of the relationship between
information is how presented in instruction
and the outcomes for learners.
EDGAR DALE
Edgar Dale is best known for developing the
Cone of Experience
His work emphasizes that effective learning
occurs when educators provide a variety of
experiences that engage multiple senses.
Dale's theories encourage educators to
start with concrete experiences, allowing
students to interact directly with the
material before moving to more abstract
concepts.
CONE OF EXPERIENCE
CONE OF EXPERIENCE
Edgar Dale's Cone of
Experience was
designed to "show
the progression of
learning
experiences" from
concrete to the
abstract concept.
CONE OF EXPERIENCE
The Cone of Experience itself is the central theme
connecting all the topics. It visually represents how
learning progresses from direct, purposeful
experiences at the base to abstract symbols at the top.
This model encourages educators to provide rich, varied
experiences that engage multiple senses, thus
enhancing retention and understanding. Each level of
the cone serves as a reminder to balance concrete and
abstract experiences in teaching.
CONCRETE LEARNING AND
ABSTRACT LEARNING
CONCRETE LEARNING VS.
ABSTRACT LEARNING
CONCRETE LEARNING ABSTRACT LEARNING
First-hand experiences Difficulty when not
Learner has some enough previous
control over the experience or exposure
outcome. to a concept
Incorporates the use Every level of the Cone
of all five senses uses abstract thinking
in come way
8 M’S OF TEACHING
8 M’S OF TEACHING
1. Milieu: The Learning Environment
2. Matter: The Content of Learning
3. Method: The teaching-learning Strategy
4. Material: The Resources of Learning
5. Media: Communication in Teaching and Learning
6. Motivation: Arousing and Sustaining Interest in Learning
7. Mastery: The Be-all and End-all of Learning
8. Measurement: Getting Evidence of Learning
influences on the
cone of experience
Jerome bruner’s
theory of instruction
Dale’s Cone emphasizes that learning is
more effective when it begins with real
experiences before moving to abstract
thinking. This is the same idea Bruner
presents—people must first experience
something, then visualize it, and finally use Jerome Bruner
abstract symbols to express it.
Jerome bruner’s theory of
instruction
ENACTIVE ICONIC SYMBOLIC

learns through learns through image or learns through abstarct


movement or actions icons symbols
David Kolb’s Experiential
Learning Cycle

fe
g

el
in

in
do

g
ing
th

ch
in

at
ki

w
David Kolb
ng

This supports Dale’s idea that people learn best when they
actively engage with the material.
INTENTIONS OF THE
cone of experience
INTENTIONS OF THE cone of
experience
1. To Emphasize Learning Through Experience
The Cone suggests that the more direct and hands-
on the experience, the better the learning
retention.
It encourages learning by doing rather than just
memorizing information.
INTENTIONS OF THE cone of
experience
2. To Help Educators Choose the Right Teaching Methods
The Cone helps teachers and trainers select
appropriate instructional methods based on the
complexity of the topic and learners' needs.
It promotes a mix of active participation and
passive learning to enhance understanding.
INTENTIONS OF THE cone of
experience
3. To Encourage the Use of Different Learning Media
The Cone categorizes various instructional methods,
from verbal symbols (abstract) to direct experience
(concrete).
It promotes using a variety of media (text, images,
videos, real-life activities) to suit different learners.
INTENTIONS OF THE cone of
experience
4. To Align with Different Learning Styles
Some learners absorb information better visually,
while others need hands-on practice.
The Cone encourages the use of varied approaches
to cater to different learning preferences.
INTENTIONS OF THE cone of
experience
5. To Show the Progression from Concrete to Abstract Learning

Learning should start with real-world experiences


before moving to abstract concepts.
This progression helps learners develop a deeper
understanding of complex ideas.
MISCONCEPTION
ABOUT the cone of
experience
While starting with concrete experiences
Learning must always can be helpful, learning doesn’t always
start from direct have to follow this sequence. Sometimes,
experience (bottom) and abstract learning (like reading a book or
gradually move toward listening to a lecture) is the best starting
point before moving into hands-on
symbolic learning (top).
practice.
Some experiences in the Each method has its own value,
Cone (like hands-on depending on the subject,
activities) are always learner, and context. The best
better than others (like learning happens when multiple
reading or listening). methods are combined.
The bottom of the Cone While hands-on experiences can be
(direct experiences, effective, they aren’t always
necessary or practical for every
simulations, and role-playing)
subject. Sometimes, symbolic learning
is the most important and (top levels) is the most efficient way
should always be prioritized. to gain knowledge.
Younger learners should focus All learners, regardless of age,
only on concrete experiences benefit from a mix of both
(bottom levels), while older abstract and concrete learning.
The right method depends on the
students should rely on
learner’s background and the
abstract learning (top levels).
topic.
LEVELS of the CONE
OF EXPERIENCE
Jerome Bruner posited that children acquire
information and derive meaning by actively engaging
with their environment. He highlighted the
significance of culture and language in the process
of cognitive growth, which unfolds in a spiral
manner as children progressively revisit
fundamental concepts at higher degrees of intricacy
and abstraction (Mcleod, 2024).
1. Enactive Stage (from age 0 or 1 onward).
Knowledge is predominantly stored as motor
responses in the enactive phase.
Direct Purposeful Experiences
Contrived Experiences
Dramatization
Demonstration
Field Trips
Direct Purposeful
Experiences
Direct experiences let us control
a precise result. We participate in
learning. These experiences are
life uncut.
Contrived Experiences
Contrived experiences prioritize the
manipulation of reality. At this stage,
educators utilize representational
models and prototypes to offer an
experience that closely resembles
reality.
Dramatization
These exercises frequently
engage students in a recreated
experience through role-playing
or dramatization, encouraging
active participation.
Demonstration
A demonstration is a
presentation that visually
illustrates and explains facts,
concepts, or processes.
Field Trips
Also called ‘study trips,’
these learning experiences
enhance understanding as
learners are physically exposed
to real-world concepts.
2. Iconic Stage (from ages 1 – 6 onward).
Information is retained through sensory images
or icons, typically visual ones, such as mental
pictures.
Exhibits
Movies and Television
Still Pictures and Recording
Exhibits
This experience enables
learners to comprehend the
significance and applicability of
concepts through the many
images and depictions offered.
Movies and Television
Movements and cinematic
experiences are added to
enhance the visual and auditory
learning experience.
Still Pictures and
Recording
Visual and auditory learning
materials are advance learning
rather than mere symbols.
3. Symbolic Stage (from age 7 onward). During the
symbolic stage, knowledge is predominantly
stored as linguistic expressions, mathematical
notations, or other systems of symbols.
Visual Symbols
Verbal Symbols
Visual Symbols
Abstract representation of
learning concepts is used to
improve understanding through
charts, graphs, maps, tables,
matrices, and diagrams.
Verbal Symbols
Learning is acquired through
reading symbols, such as
letters, numerals, and other
basic characters or codes.
Implications of Dale’s
and Bruner’s Theories
to Educational
Technology
Multimodal Learning Resources
Interactive and Experiential Learning
Personalized Learning Paths
Collaborative Learning Environments
Accessible and Inclusive Learning

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