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Module 5:

THEORIES AND PRINCIPLES IN


THE USE AND DESIGN OF
TECHNOLOGY-DRIVEN
LESSONS
Lesson 1:
Edgar Dale’s Cone of
Experiences
LEARNING
OUTCOMES:
1. Familiarized with Dale’s Cone of
Experience and provided classroom
processes or practices that exemplify each
strategy of the Cone of Experience.

2. Provided examples of the various


instructional materials appropriate for
given instructional context.
Introduction:
How teachers integrate technology in the teaching and learning
process depends very much on their beliefs on how people learn.
Specifically,hey need to know who their learners are and how to
approach instruction. As educators, their role is to provide learning
experiences that will help achieve the defined principles such as
Dale’s Cone of Experience, the TRACK Framework, SA
“The Cone is a visual
analogy, and like all
analogies, it does not bear
an exact and detailed
relationship to the
complex elements it
represents.”

- Edgar Dale
In preparing to become a
teacher, there are elements that
should be taken into
consideration. One way of
putting it is the 8M’s of
teaching and each element
contributes to ensuring
effective instruction.
With reference to the 8M’s
of instruction, one element
is media. Another is
material. These two M’s
(media,material) are
actually the elements of the
Cone of Experience. Edgar
Dale’s Cone of Experience
relates well with various
instructional media which
form part of the system’s
approach to instruction.
5. Media
- communication system.
6. Motivation
- arousing and sustaining interest in
learning.
7. Mastery
- internalization of learning.
8. Measurement
- evidence that learning took place.
The Eight M’s of Teaching
1. Milieu
- the learning evironment.
2. Matter
- the content of learning.
3. Method
- teaching and learning activities.
4. Material
- the resources of learning.
The Bands in Dale’s Cone of
Experience

.
Direct purposeful
experieces
These refer to foundation of
experiencing learning. Using the
senses, meaningful knowledge
and understanding are
stablished. This is experiential
learning where one learns by
doing.
Contrived
experiences
It is in this category that
representations such as models,
miniatures, or mock ups are
used. There are things or events
that may be beyond the learners
grasp and so contrived
experiences can provide a
substitute.
Dramatized
experiences
These are commonly used as
activities that allows students
to actively participate in a
reconstructed experience
through role playing or
dramatization.
Study trips
These are actual visits to
certain locations to observe a
situation or a case which may
not available inside the
classroom.
Demonstrations
When one decides to
show how things are
done, a demonstration is
the most experience.It is
an actual execution of a
procedure or a process.
Exhibits
These are displays of models such as
pictures,artifacts,posters,among
others that provide the message or
information.Thesa are basically
viewed,however,their are currently
exhibits that allow the viewers to
manipulate or interact with the
display and as a result,the exhibit
becomes more engaging and fun.
Television and motion
pictures
These are technology equipment provide
a two-dimensional reconstruction of a
reality.These allows learners to
experience the situation being
communicated through the midiated
tools.They provide a feeling of realism
as viewers try to understand the message
portrayed by actors in the films.
Still
pictures,Recordings,
Radio
Still are pictures or
images.Together in this
category are the audio-
recorded materials or
information broadcast through
the radio.
Visual Symbols

These are more abstract


representations of the concept
or the information.
Verbal Symbols
This category appears to be the
most abstract because they may
not exactly look like the
concept or object they present
but are symbols,words,codes or
for formulae.
Bruner’s three-tired model of
learning
1.Enactive
a series of actions.
2.Iconic
a series of illustrations or icons.
3.Symbolic
a series of symbols.
THANK YOU!

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