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Lecture 6-2 - Edgar Dale's Cone of Experience

The document summarizes Edgar Dale's "cone of experience" model, which proposes that retention rates are highest when learning incorporates direct, hands-on experiences and lowest when learning is through words alone. The cone ranks different types of educational experiences based on how closely they approximate real-world experiences and involve multiple senses. According to the model, direct purposeful experiences result in the highest retention rates while verbal symbols like reading are the furthest removed from reality and least effective. The document explains Dale's cone remains a useful tool for teachers to select instructional resources and activities that incorporate varied sensory experiences.
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0% found this document useful (0 votes)
49 views17 pages

Lecture 6-2 - Edgar Dale's Cone of Experience

The document summarizes Edgar Dale's "cone of experience" model, which proposes that retention rates are highest when learning incorporates direct, hands-on experiences and lowest when learning is through words alone. The cone ranks different types of educational experiences based on how closely they approximate real-world experiences and involve multiple senses. According to the model, direct purposeful experiences result in the highest retention rates while verbal symbols like reading are the furthest removed from reality and least effective. The document explains Dale's cone remains a useful tool for teachers to select instructional resources and activities that incorporate varied sensory experiences.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Years ago an educator named Edgar

Dale (Educational Media, 1960), often


cited as the father of modern media in
education, developed from his experience
in teaching and his observations of
learners the "cone of experience”. The
cone's utility in selecting instructional
resources and activities is as practical
today as when Dale created it.
THE CONE
•10% of what they read
• 20% of what they hear
• 30% of what they see
• 50% of what they hear and see - video
• 70% of what they say or write
• 90% of what they say as they do
something
Pie Graph on Senses
and Perception
1.5%
3.5%

1%
11 % Sight
Sound
Smell
Touch
83% Taste
Retention Rate Levels
90
80
70
60
50
40
30
20
10
0
ng g

Do ng ,
&

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g
g

i i

in &
r ng g
in
in

ad a i

Sa ar
e y
e

r in
Re

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Sa
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 The cone is based on the relationships of
various educational experiences to reality
(real life).
 The bottom level of the cone, "direct
purposeful experiences," represents reality
or the closest things to real, everyday life.
 The opportunity for a learner to use a variety
or several senses (sight, smell, hearing,
touching, movement) is considered in the cone.
 Direct experience allows us to use all senses.
As you move up the cone, fewer senses are
involved at each level.
 The more sensory channels possible in
interacting with a resource, the better the
chance that many students can learn from it.

 Each level of the cone above its base moves a


learner a step further away from real- life
experiences, so experiences focusing only on
the use of verbal symbols are the furthest
removed from real life.
 Motion pictures (also television) is
where it is on the cone because it is an
observational experience with little or
no opportunity to participate or use
senses other than seeing and hearing.
 The experiences below this one provide
opportunity for the learner to enter into
the experience in more ways, using
more senses.
 Contrived experiences are ones that are
highly participatory and simulate real life
situations or activities.
 Dramatized experiences are defined as
experiences in which the learner acts out a
role or activity.
NOTE THAT:

 When Dale formulated the cone of


experience, computers were not a
part of educational or home settings,
so they aren't part of the original
cone.
Dale’s Cone & Teaching
The importance of Dale's cone of experience
is the tool it provides to help a teacher make
decisions about resources or activities.
Using your knowledge of the cone, you can
ask yourself several questions about the
potential value of a resource to student
learning.

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