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Cone of Experience (Additional Module)
Cone of Experience (Additional Module)
Cone of Experience (Additional Module)
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.
• 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?
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.