Cone of Experience (Additional Module)

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Solutions

Solution
Get 7 & 9
Get 6 & 10
Return 7 & 9
Get 8
Get 7 & 9
 Hospitality Operational Management
 Physiology
 Auditing in a CIS Environment
 Management Uses of Accounting
 Ergonomics
 Software Engineering
 Photojournalism
 Political Parties, Movements and International Groups
 Clinical Toxicology
 The Cone of Experience is a visual model, a
pictorial device that presents bands of experience
arranged according to degree of abstraction and
not degree of difficulty. The farther you go from
the bottom of the cone, the more abstract the
experience becomes.
 These are our concrete and firsthand experiences that
make up the foundation of our learning.

 These are rich experiences that our senses bring from


which we construct the ideas, the concepts, the
generalizations that give meaning and order to our
lives.
• Preparing meals or snacks
• Making a piece of furniture.
• Performing a laboratory experiment.
• Delivering a speech.
• Taking a trip.
 These are “edited” copies of reality and are used as
substitute for real things when it is not practical or not
possible to bring or do the real thing in the classroom.
• Model- A reproduction of a real thing in a small scale, or a large scale or exact
size- but made of synthetic materials.

• Mock up- An arrangement of a real device or associated devices, displayed in


such way that representation of reality is created.

• Game
 A dramatic entrance is something that catches and
holds our attention and has an emotional impact. If
our teaching is dramatic our students get attracted,
interested and affected.
 In teaching it is showing how thing is done and
emphasizing of the salient merits, utility and
efficiency of a concept, a method or a process or an
attitude.
“Field Trips offer an excellent bridge between the work of
the school and the work of the world outside.”
Educational Television
“Next to the home and school, I believe television
to have a more profound influence on the human
race than any other medium of communication.” -
Edgar Dale
Motion picture, also called film or movie, series
of still photographs on film, projected in rapid
succession onto a screen by means of light
“Visual symbols will
be made meaningful
if we can use them
as summaries of our
own direct
experiences or our
own rich indirect
experiences…A little
can stand for a lot!.”
 Visuals symbols include drawings, cartoons, strips
drawings, diagrams, formulas, charts, graphs, maps,
globes and globes.
Word for concretion, idea, scientific
principle, formula or philosophic
aphorism
What are the implications of the Cone of
Experience in the teaching-learning process?

 1 We do not use only one medium of communication in


isolation. Rather we use many instructional materials to help
the student conceptualize his experience.

 2 We avoid teaching directly at the symbolic level of thought


without adequate foundation of the concrete. Students'
concepts will lack deep roots in direct experience Dale
cautions us when he said "These rootless experiences will not
have the generative power to produce additional concepts and
will not enable the learner to deal with the new situations that
he faces" (Dale, 1969)
 3.When teaching, we don't get stuck in the
concrete. Let us strive to bring our students to the
symbolic or abstract level to develop their higher
order thinking skills.
Three pitfalls that teachers should avoid with
regard to the use of the Cone of Experience:
1. Using one medium in isolation.
2. Moving to the abstract without an adequate
foundation of concrete experience.
3. Getting stuck in the concrete without moving to the
abstract hampering the development of our students'
higher thinking skills.
BRUNER’S THREE- FOLD ANALYSIS
OF EXPERIENCE

THIRD THROUGH A SERIES


OF SYMBOLS SYMBOLIC

SECOND THROUGH A SERIES OF


ILLUSTRATIONS ICONIC

ENACTIVE
FIRST THROUGH A SEQUENCE OF ACTIONS
Three –fold Analysis of Experience
by Jerome Bruner
 ENACTIVE- refers to the direct or actual
experiences or encounter with what is. This is a life
on the raw, rich and unedited. They form the bases
for all other learning experiences.
 ICONIC- Refers to the more abstract experiences
which could be in the form of picture
 SYMBOLIC- refers to the use of the words or
printed materials which no longer resemble the
subject under study.
BRUNER’S THREE- FOLD ANALYSIS
OF EXPERIENCE

HENCE INCREASING
SYMBOLIC

DIFFICULTY
ICONIC
INCREASING
ABSTACTION

ENACTIVE
• The BRUNER’S THREE-FOLD
ANALYSIS suggests that learning is
more impressive if one proceeds
from the concrete to abstract, or
from specific to general because
more senses are involved and the
relationships are built in a more
pronounced manner.
Square Knot
Hangman
Wifi
BLOOM’S TAXONOMY
 It is most often used when designing educational,
training, and learning processes.

 The Three Domains of Learning

Cognitive: mental skills (knowledge)


Affective: growth in feelings or emotional areas (attitude
or self)
Psychomotor: manual or physical skills (skills)

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