Theories and Principles in The Use and Design of Technology-Driven Lessons
Theories and Principles in The Use and Design of Technology-Driven Lessons
̏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
The Eight M ̍s of Teaching
1. Milieu- the learning environment
-The classroom is the usual although not the
exclusive environment of learning at school. Teachers need to male the learning environment
as “stimulating“ as possible. Every stimulus to classroom should contribute to learning.
2.Matter – the content of learning
-This refers to the what is to be
learned as specified in the instructional objective.
3.Method- teaching and learning activities
-This consist of purposeful, planned activities
and tasks that are undertaken by the teacher and the students in the classroom to bring
about the intended instructional objective.
4.Material – the resources of learning
-Materials are resources available to the teacher
and learners which serve as stimuli in the teaching-learning situation. This may be either a
“human person “ or a "phydical object."
5. Media – communication system
-This pertains to the
communication system in the teaching-learning situation. This serves dual purpose: to
promote common understanding in instructionand to set and maintain a healthy
psychological climate in the classroom conducive to learning.
6.Motivation – arousing and sustaining interest in learning
-Motivation is the cardinal principle in
learning. A learner will learn only those things he wants to learn.
7.Mastery – internalization of learning
-This means
internalization of learning resulting in automatic or habitual change behavior through
meaningful repetition and application.
8.Measurement – evidence that learning took place
-This is the final stage in the teaching-
learning sequence, involving the systematic collection of the evidence of learning. This is
concerned with the "behavior “ aspect of the objective.
Figure 3. Dale‘s Cone of Experience
The Cone of Experience is a visual model that shows a
continuum of learning ; a pictorial device that presents
bonds of experience. This version of Dale‘s Cone of
Experience with percentages as to which band will hone
higher order thinking skills and engage learners more may
be confusing because it may not necessarily mean that
learning.
THE BAND IN
DALE'S EXPERIENCE
Visual Symbols
These are more abstract representation of the concept or the information.
Examples of these are information processed through a graph or a chart.
For example, a process can be presented using a flow chart.
Verbal Symbols