Wednesday, August 10, 2016

TEACHING USING DIRECT PURPOSEFUL AND CONTRIVED EXPERIENCES

Direct, Purposeful Experiences

·         These are concrete and firsthand experiences that make up the foundation of our learning.

·         These are experiences that our senses bring from which we construct the ideas and concepts that give meaning to our lives.

·         They are sensory experiences

·         In contrast, experiences of other people that we observe, read or hear, they are Indirect experiences or Vicarious experiences.

Examples of Direct Experiences:

o    Making PPT presentation

o    Doing laboratory experiment

o    Delivering speech

o    Taking a trip

o    Making a basket

o    Cooking a menu

o    Climbing a mountain

o    Baking a cake

 
Contrived Experiences

·         “We teach through specimen and sample of a whole when direct experience cannot be used properly in its natural setting”

·         These are edited copies of reality and are used as substitutes for real things when it is not practical or not possible to bring or do the real thing in the classroom.

·         It is designed to simulate real-life situations.

        Model versus Mock up

·         A model is a reproduction of a real thing in a small scale, large scale or exact size but made of synthetic materials. It may or may not be operational

o    Example is the atom and planetarium.

·         A mock up is an arrangement of a real device displayed in such a way that representation of reality is created.

·         It is substitute for real things usually enlarge.

       Specimen versus Object

·         A specimen is any individual or item considered typical or a group, class or whole.

·         Objects include artifacts displayed in a museum or objects displayed in exhibits or preserved insect specimens.

       Simulation versus Game

·         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.

o    Examples: Election, Sarisari store, emergency drills, bomb shelter, car accidents, etc.

·         A game is played to win to practice and refine skills and knowledge acquired.

Evaluating Contrived Experiences

·         Is the material necessary or can you make use of the original?

·         Could other device such as photo or chart portray the ideal more effectively?

·         Is the idea appropriate for representation in a model?

·         Are the important details of construction correct?

·         Could wrong impressions of size, color and shape result from using this model?

·         Does the model oversimplify the idea?

·         If it is workable, will it stand up under frequent use?

·         Is the model worth of the time, effort and money involved?

·         Will the model act as a stimulus to further learning?

·         Does the procedure reduce the amount of instruction required to master the lesson?

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