The present slide speaks about teaching-learning materials that we are using in the classrooms. Edger Dale's Cone, Projected and Non-projected aids, Traditional TLMs are explained in this slide.
2. TLM
Teaching-learning material (TLM) stands for instructional
material. It is any material used by the teacher to enhance their
teaching to be more comprehensive and effective in the
classroom.
The teaching-learning material can be human or non-human
resources. They can also be animate and inanimate.
Teaching-learning material can be easily bought or made by the
teacher or student.
https://www.teachmint.com/glossary/t/teaching-learning-
material/#:~:text=Teaching%2Dlearning%20material%20(TL
M),and%20effective%20in%20the%20classroom.&text=also%
20be%20animate%20and%20inanimate,by%20the%20teacher
%20or%20student.
3. Characteristics of Good TLM
Given below are a few attributes of good Teaching Learning
Material:
The TLMs should be appealing to the kids. Size, shading
(multicolour or splendid or engaging shading blend),
development (like moving toys) and in a few cases the smell
or/and taste or sound are a portion of the properties of the
materials that allure students.
Familiarity with TLMs will assist with presenting new ideas.
The kids can likewise control these materials easily for
significant learning of new ideas.
The novelty of the material additionally draws in the kids.
Surprising materials or novel use of natural materials are the
appealing highlights of good TLMs.
4. Con…
The material ought to have utilitarian(useful) worth. It
is the appropriate utilization that makes the material
positive or negative.
Materials of numerous utilities like dice, sticks,
marbles, 3D shapes and blaze(glow) cards can have
numerous utilizations in practically all branches of
knowledge of primary school educational plans and are
subsequently more popular as TLMs in the schools.
The simplicity of taking care of the materials which
incorporate toughness, lightweight, and well-being is a
significant trademark for which such materials are liked in
the educating learning measure.
5. SELF LEARNING MATERIAL
The success and effectiveness of the ODL system largely
depends on self-learning materials. (SLMs). Developing
SLMs is a challenging task, and is quite different from
that of face-to-face teaching or writing a textbook and/or
journal article. It is pertinent(related) for you to
understand the concept of self-learning materials
which are based on the principles of use of the means
and ways of communication.
6. CHARACTERISTICS OF SLM
Self-motivating: Self-learning materials are like teachers and
therefore must motivate and encourage students to learn. The
materials should be able to arouse the curiosity of the students,
should encourage them to raise problems and relate situations with
the knowledge they have gained. The self-learning material must
make the learning process meaningful for the learners.
• Self-learning: Self-learning materials must be true to their nature
and facilitate self-learning. These materials must offer features like
directions, hints, references, etc so that the students can learn in an
independent manner. The learning material must be supported by
examples, explanations, illustrations as well as activities.
• Self-explanatory: Self-learning material must be self-explanatory,
in the sense that the learner must be able to go through the material
and comprehend it without any external support. The self-learning
material must be conceptually clear and must also be consistent. It is
therefore essential to analyse the content logically before it is
developed.
7. Con…
• Self-contained: Self-learning material must be sufficient in itself so that
minimum external support is required. There are many students who cannot
access external support when they are distance education learners because
of their remote locations. It is therefore essential that the self-learning
material is designed in a manner that content can be visualised in an easy
and effective manner.
• Self-directed: The material must provide support and guidance to the
learners at each stage of learning. The material must be self-directed and
must be in the form of easy explanations, sequential development,
illustrations, learning activities, etc. Like a teacher, the material must direct
the learners at every step of learning.
• Self-evaluating: When using self-learning materials, learners must be
ensured that they are on the right track and learning in the right manner.
Therefore, self-learning material must include evaluation mechanisms like
self-check questions, activities and exercises. Self-learning materials must
provide learners with the necessary feedback about their progress so that
they can be motivated and encouraged to continue and reinforce their
learning.
12. Con…
Dale’s Cone of Experience is a visual model that is composed of eleven (10)
stages starting from concrete experiences at the bottom of the cone then it
becomes more and more abstract as it reach the peak of the cone. Also,
according to Dale, the arrangement in the cone is not based on its difficulty
but rather based on abstraction and on the number of senses involved. The
experiences in each stages can be mixed and are interrelated that fosters
more meaningful learning.
According to one of the principles in the selection and use of teaching
strategies, the more senses that are involved in learning, the more and the
better the learning will be but it does not mean that concrete experience is
the only effective experience that educators should use in transferring
knowledge to the learner. Like what was mentioned above, the
experiences in each stages can be mixed and are interrelated thus, a balance
must be achieved between concrete and abstract experiences in order to
cater the and address all the need of the learner in all the domains of
development and in order to help each learner in their holistic development.
13. Con…
Moreover, the generalization about the Cone of
Experience that was presented above is not enough.
Actually, we should try to go deeper in each of the
component of the cone since Educational
Technology basically revolves around the Cone of
Experience. By going one-by-one, starting from
concrete to abstract, we will understand more the
different components of the cone that will help us in
grasping the real meaning of educational technology.
14. Con…
To expand on each of the components, let us begin with the
Direct Purposeful Experiences. These are first hand
experiences which serve as the foundation of learning. In this
level, more senses are used in order to build up the knowledge.
Also, in this level, the learner learned by doing things by
him/herself. Learning happens through actual hands-on
experiences.
This level explains and proves one of the principles in the
selection and use of teaching strategies, the more senses that
are involved in learning, the more and the better the learning
will be. This level also proves that educational technology is
not limited to the modern gadgets and software that are
commercially available nowadays. This shows that even the
simple opportunity that you give to each child could help
them learn.
15. Con…
The next level would be the Contrived Experiences. In this level,
representative models and mock-ups of reality are being used in order
to provide an experience that as close as reality. This level is very
practical and it makes learning experience more accessible to the learner. In
this stage, it provides more concrete experiences, even if not as concrete as
direct experiences, that allows visualization that fosters better understanding
of the concept.
On the other hand, the next level would be the Dramatized experiences. In
this level, learners can participate in a reconstructed experiences that could
give them better understanding of the event or of a concept. Through
dramatized experiences, learners become more familiar with the
concept as they emerge themselves to the “as-if” situation.
The next level would be the Demonstrations. It is a visualize explanation
of important fact, idea, or process through the use of pictures, drawings,
film and other types of media in order to facilitate clear and effective
learning. In this level, things are shown based on how they are done.
16. Con…
Another level would be the Study Trips. This level extends the
learning experience through excursions and visits on the different
places that are not available inside the classroom. Through this level,
the learning experience will not be limited to the classroom setting
but rather extended in a more complex environment.
The level of study trips is followed by exhibits. It is a somewhat a
combination of some of the first levels in the cone. Actually,
exhibits are combination of several mock ups and models. Most
of the time, exhibits are experiences that is “for your eyes” only but
some exhibits includes sensory experiences which could be related to
direct purposeful experiences. In this level, meanings ideas are
presented to the learners in a more abstract manner. This experience
allows student to see the meaning and relevance of things based on
the different pictures and representations presented.
17. Con…
The next levels would be the level of television and motion pictures and
still pictures, recordings, and Radio. I decided to combine these two stages
since it is related to one another. Because of the rapid development of the
modern technology, a lot of people believe that Educational technology is
limited to these stages. They are not aware that these sages are only a small
portion of EdTech. For television and motion pictures, it implies values and
messages through television and films. On the other hand, still pictures,
recordings and radio are visual and auditory devices that can be used by
a learner/group of learner that could enhance and extend learning
experience
Lastly, I also chose to combine the last two levels because they are used
hand-in-hand. The last two levels would be the Visual symbolic and
Verbal symbolic. These two levels are the most complex and abstract among
all the components of the Cone of Experience. In the visual symbolic level,
charts, maps, graphs, and diagrams are used for abstract representations. On
the other hand, the verbal symbolic level does not involve visual
representation or clues to their meanings. Mostly, the things involved in this
level are words, ideas, principles, formula, and the likes.
https://teachernoella.weebly.com/dales-cone-of-experience.html
18. OHP
An overhead projector (often abbreviated to OHP), like
a film or slide projector, uses light to project an
enlarged image on a screen allowing the view of a
small document or picture to be shared with a large
audience.
In the overhead projector, the source of the image is a
page-sized sheet of transparent plastic film (also known
as "foils" or "transparencies") with the image to be
projected either printed or hand-written/drawn. These are
placed on the glass platen of the projector, which has a
light source below it and a
projecting mirror and lens assembly above it (hence,
"overhead"). They were widely used in education and
business before the advent of video projectors.
20. SLIDE PROJECTOR
A slide projector is an opto-mechanical device for
showing photographic slides.
35 mm slide projectors, direct descendants of the larger-
format magic lantern, first came into widespread use
during the 1950s as a form of occasional home
entertainment; family members and friends would gather to
view slide shows. Reversal film was much in use, and supplied
slides snapped during vacations and at family events. Slide
projectors were also widely used in educational and other
institutional settings.
Photographic film slides and projectors have mostly been
replaced by image files on digital storage media shown on
a projection screen by using a video projector or simply
displayed on a large-screen video monitor.
Slide projector - Wikipedia
https://en.wikipedia.org › wiki › Slide_projector
22. FILM PROJECTOR
A movie projector is an opto-mechanical device for
displaying motion picture film by projecting it
onto a screen. Most of the optical and mechanical
elements, except for the illumination and sound
devices, are present in movie cameras. Modern
movie projectors are specially built video projectors.
(see also digital cinema)
Many projectors are specific to a particular film
gauge(device) and not all movie projectors are
film projectors since the use of film is required.
https://en.wikipedia.org/wiki/Movie_projector
24. MODELS
Model is recognizable imitation of real thing (eyes) or abstract thing
(magnetic). Usually a model is similar to the original object in every aspect
except the size. The size of an object may be reduced or enlarged. When
size is reduced, the object is simplified to show only the essential parts. For
example, globe is model of earth simplified to show earth’s essential parts
only. On the other hand, when size is enlarged, it shows the details of the
object. For example, model of eye is enlarged to allow all the details to be
seen easily and clearly.
https://www.youtube.com/watch?v=TIhfv2RCiu4
25. Con…
Models are useful as these:
• Simplify difficult concepts;
• Reduce large objects to a conveniently
observable size;
• Demonstrate interior structure of an object or
system;
• Help learners to understand difficult part of
object or system. It simplifies difficult concepts,
processes or complex situations by focusing on
essential features only and eliminating complex
details, which may hinder in understanding the
concept. Models are useful teaching learning
material..
26. Con…
While using models certain points need to be to the taken
care of-
• Models should be large enough to be seen easily by
everyone in the class;
• Models may be supplemented with other TLMs like
chart to help leaners to understand the relationships;
• If it is working model – check before you use in your
class.
• Leaners should be allowed to touch the model and feel
it for effective learning;
• True colour should be used in models for realistic
learning. It also makes the model more eye-catching
27. Con…
Model can be of two types as described below:
1) Stationary or Non-working Model- Stationary or
non-working model is the type of model in which all
the parts of model are stationary i.e. there is no
movement. It is easier to make and is widely used as
TLM, for eg. Model of eye is a non-working model.
2) Working Model- Working Model is a model in
which either all or some parts are moving to show
the process in the system. They appear interesting
to learners. Solar system where all planets revolve
around sun is an example of working model.
28. Con…
Preparation of models
The following standard techniques may be used to
prepare models (IGNOU, 2000):
• Use cheap materials such as cardboard, wood and are
to prepare static models like models of a dam, a building
and the like;
• Use materials like modelling clay and plastic line to
produce realistic models of living creatures, organs of a
human body, etc.;
• Use materials like plaster of paris and paper mache
to produce a physical map of a continent, or a country,
or landscape of a particular area.
https://egyankosh.ac.in/bitstream/123456789/8511/1/Unit
-7.pdf
29. RADIO
Radio Radio is a popular mass medium, which has been with
us from very early times. These days all of us are tuned to
Radio through FM channels. Popularity of Radio is due to its
easy access, speed and immediacy. Back in 1917 radio was
visualized as means for mass education. In India, first radio
station was established in Mumbai (Bombay) in July 1927.
Two more radio stations in Calcutta and Delhi were
established in 1936. All India Radio (AIR) broadcasted radio
programmes for the country. In 1937 Calcutta station
broadcasted school programmes for the first time and it
continues till date. School educational programmes are still
in demand and are used by teachers to generate interest of
students. Gyan Vani is a dedicated FM channel for
educational broadcasts. It is used to broadcast educational
programmes from Educational Media Production Centre
(EMPC) of Indira Gandhi National Open University
(IGNOU), New Delhi. Audio programmes developed by
Central Institute of Educational Technology (CIET) of
NCERT for school children are also broadcast by Gyan
Vani.
30. FLASH CARDS
A flashcard or flash card (also known as an index card)
is a card bearing information on both sides, which is
intended to be used as an aid in memorization. Each
flashcard bears a question on one side and an answer on
the other. Flashcards are often used to
memorize vocabulary, historical dates, formulas or any
subject matter that can be learned via a question-and-
answer format. Flashcards can be virtual (part of
a flashcard software), or physical.
Flashcards are an application of the testing effect − the
finding that long-term memory is increased when some of
the learning period is devoted to retrieving the
information through testing with proper feedback. Study
habits affect the rate at which a flashcard-user learns,
and proper spacing of flashcards has been proven to
accelerate learning. A number of spaced repetition
software programs exist which take advantage of this
principle.
31. Two-sided cards[edit]
Physical flashcards are two-sided; in some contexts
one wishes to correctly produce the opposite side
upon being presented with either side, such as in
foreign language vocabulary; in other contexts one is
content to go in only one direction, such as in
producing a poem given its title or incipit (opening).
For physical flashcards, one may either use a single
card, flipping it according to the direction, or two
parallel decks, such as one English-Japanese and
one Japanese-English.
32. Three-sided cards[edit]
Physical flashcards are necessarily two-sided. A variant,
found in electronic flashcards, is what is known as
a three-sided card.[4] This is a particular kind of
asymmetric two-sided card; abstractly, such a card has
three fields, Q, A, A*, where Q & A are reversed on
flipping, but A* is always in the answer – the two "sides"
are thus Q/A,A* and A/Q,A*. Concretely, these are most
used for learning foreign vocabulary where the foreign
pronunciation is not transparent from the foreign writing –
in this case the Question is the native word, the Answer
is the foreign word (written), and the pronunciation is
always part of the answer (Answer*).
https://en.wikipedia.org/wiki/Flashcard