2. Model
Mock Up
Specimens
Objects
Simulation
Game
3. 0
10
20
30
40
50
60
70
Verbal Symbols
Visual Symbols
Recording Radio Still Pictures
Motion Pictures
Educational Television
Exhibits
Study Trips
Demonstration
Dramatized Experiences
CONTRIVED EXPERIENCES
Direct Purposeful Experiences
Abstract
Cone of Experiences
Concrete
4. What are Contrived experiences?
These are “edited” copies of reality and are used
as substitutes for real things when it is non
practical or not possible to bring or do the real thing
in the classroom.
5. Why do we make use of Contrived
Experiences?
We use models, mock ups, specimens and
objects to:
1) Overcome limitations of space and time,
2) “edit” reality for us to be able to focus on parts or
a process of a system that we intend to study,
3) Overcome difficulties of size,
4) Understand the inaccessible, and
5) Help the learners understand abstractions.
6. Model
Is a “reproduction of a real thing in a small scale, or
exact size-but made of synthetic materials.
It is a substitute for a real thing which may or may
not be operational.”
7. Mock up
Is “an arrangement of a real device or associated
devices, displayed in such a way that
representation of reality is created.
It is a prepared substitute for a real thing;
sometimes it is a giant enlargement.”
8. Specimens
Is any individual or item considered typical of a
group, class or whole.
9. Objects
May also include artifacts displayed in a museum
or objects displayed in exhibits or preserved
insects specimens in science.
10. Simulation
Is a “representation of a manageable real event in
which the learner is an active participant engaged
in learning a behavior or in applying previously
acquired skills or knowledge.”
12. Games
Games are used for any of these purposes:
1) To practice and/ or to refine knowledge/skills
already acquired,
2) To identify gaps or weakness in knowledge or
skills,
3) To serve as a summation or review, and
4) To develop new relationships among concepts
and principles.