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Module 5 Lesson 1 Updated

Lesson for Technology and Teaching learning

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0% found this document useful (0 votes)
20 views37 pages

Module 5 Lesson 1 Updated

Lesson for Technology and Teaching learning

Uploaded by

Fajad Nonakan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

BAI SAGUIRA A.

MALIK, MAEd, MAST


Course Instructor
Identified learning principles and theories that
are applied in technology-driven teaching-
learning models.

Used the learning principles and theories as


basis in the development of the teaching plans
and selections of instructional materials.
Lesson 1
Edgar Dale's
Cone of Experience

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Lesson Outcomes
• Familiarized with Dale’s Cone of Experience
and provide classroom processes or practices
that exemplify each strata of the Cone of
Experience

• Provided examples of the various instructional


materials appropriate for given instructional
context.
 Edgar Dale (1900-1985) served on
Edgar Dale
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 how
information is presented in
instruction and the outcomes for
learners.
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What is the
Cone of Experience?

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The Cone of Experience
The Eight M’s of Teaching
1. Milieu –
Television

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CONCRETE LEARNING ABSTRACT LEARNING
 First-hand experiences  Difficulty when not enough
 Learner has some previous experience or
control over the outcome exposure to a concept
 Incorporates the use of  Every level of the Cone

all five senses uses abstract thinking in


come way

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11
LEVELS OF THE
CONE OF EXPERIENCE

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 Enactive – direct experiences
 Direct, Purposeful
 Contrived
 Dramatized
 Iconic – pictorial experiences
 Demonstrations
 Study trips
 Exhibits
 Educational television
 Motion pictures
 Recordings, radio, still pictures
 Symbolic – highly abstract
experiences
 Visual symbols
 Verbal symbols

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Direct and Purposeful Experiences
 Direct, first hand
experiences
 Have direct participation
in the outcome
 Use of all our senses
 Examples:
 Working in a homeless
shelter
 Tutoring younger children

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 Models and mock-ups
 “Editing of reality”
 Necessary when real
experience cannot be
used or are too
complicated

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 Reconstructed experiences
 Can be used to simplify an event
or idea to its most important
parts
 Divided into two categories
 Acting – actual participation
(more concrete)
 Observing – watching a
dramatization take place (more
abstract)

Students engaged in a mock trial 17


Monticello10/23/2023
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10/23/2023

ICONIC EXPERIENCES ON THE CONE


 Progressively moving toward greater use of imagination
 Successful use in a classroom depends on how much
imaginative involvement the method can illicit from
students
 Involves:
 Demonstrations
 Study trips
 Exhibits
 Motion pictures
 Educational television
 Radio, recordings, and still pictures

19
20

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• Visualized explanation of Demonstrations


an important fact, idea, or
process
• Shows how certain things
are done
• Examples:
▫ How to make a peanut
butter and jelly sandwich
▫ How to play the piano
▫ How to lift a fingerprint

Flame Salt Test Demonstration-


You Tube
21

DNA Crude Extraction


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22
Study Trips
 Watch people do things in
real situations
 Observe an event that is
unavailable in the
classroom
 Examples:
 Civil War Re-enactment
 Class trip to other place
 Observing the characteristics
of marine species

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23

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Exhibits
 Something seen by a
spectator
 Two types
 Ready made
○ Museum
○ Career fair
 Home-made
○ Classroom project
○ National History Day
competition

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Educational Television and
Motion Pictures
Television Motion Pictures
 Bring immediate interaction  Can omit unnecessary or
with events from around unimportant material
the world  Used to slow down a fast
 Edit an event to create process
clearer understanding than  Viewing, seeing and hearing
if experienced actual event experience
first hand
 Can re-create events with
 Example:
simplistic drama that even
 TV coverage of 9/11 slower students can grasp

25 10/23/2023
26 10/23/2023
Recordings, Radio, and Still Pictures
 Can often be understood by
those who cannot read
 Helpful to students who cannot
deal with the motion or pace of
a real event or television
 Examples:
 Time Life Magazine
 Listening to old radio
broadcasts
 Listening to period music

copyservices.tamu.edu/clipart/clip09/index.html

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SYMBOLIC
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 Very little immediate physical action
 Difficult only if one doesn’t have enough
direct experience to support the symbol
 Used at all levels of the Cone in varying
importance
 Involves:
• Visual symbols
• Verbal symbols

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29
10/23/2023

VISUAL SYMBOLS
 No longer involves
reproducing real situations
 Chalkboard and overhead
projector the most widely
used media
 Help students see an idea,
event, or process
 Examples:
 Chalkboard

 Flat maps
http://419.bittenus.com/6/6ballgameslottery/geography.gif

30
 Two types
 Written words – more
abstract
 Spoken words – less
abstract
 Examples:
 Discussion
 Explanation/lecture

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 Jerome Bruner’s Theory of Instruction
Three levels in the learning process
Enactive – direct experience
Iconic – representation of experience
Symbolic – words or visual symbols
The process of learning must begin in
concrete experiences and move toward
the abstract if mastery is to be obtained.

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34

 Dale (1938) taught teachers that


they should help their students
learn how the media effects us,
and to critically evaluate it.
 Teachers must evaluate the
benefit of the learning vs. the
amount of time required in the
lesson
 How to effectively use
instructional media to helping
students move from concrete to
abstract thought
http://elzeeyed.com/ydome/wpcontent/uploads/2007/08/teacher_cartoon.gif

10/23/2023
 How do you use technology in your instruction?
 Does the use of technology enhance learning?
 Do today’s technology savvy students require
greater usage of technology than in the past?
 How can you use technology to create learning
experiences?

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35
Conclusion:
36

•The Cone of Experience is a


visual device to aid teachers in
the selection of instructional
media
•The Cone is based on the
movement from concrete
experiences to abstract
experiences
•The literal interpretation of the
Cone has resulted in
misconceptions of its use
•The Cone has practical
applications in classroom
instruction 10/23/2023
37

 Bilbao, et.al. (2019). Technology


for Teaching and Learning 1.
Quezon City, PH: Lorimar
Publishing, In

 Lucido, P. & Corpuz, B. (2012).
Educational Technology 1 2nd
Edition. Lorimar Publishing Co.

10/23/2023

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