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Edgar Dale (April 27, 1900, in Benson, Minnesota, – March 8, 1985, in Columbus, Ohio) was an American educator who developed the Cone of Experience, also known as the Learning Pyramid. He made several contributions to audio and visual instruction, including a methodology for analyzing the content of motion pictures.
The learning pyramid (also known as “the cone of learning”, “the learning cone”, “the cone of retention”, “the pyramid of learning”, or “the pyramid of retention”) [1] is a group of ineffective [2] learning models and representations relating different degrees of retention induced from various types of learning.
English: PDF version of the Learning Theories Wikibook. This file was created with MediaWiki to LaTeX . The LaTeX source code is attached to the PDF file (see imprint).
Minto published her book, The Pyramid Principle: Logic in Writing and Thinking, in 1985, and an upgraded edition entitled The Minto Pyramid Principle: Logic in Writing, Thinking and Problem Solving in 1996. She continues to conduct training sessions for small groups of participants globally, through her business Minto Books International, Inc. [5]
DIKW pyramid – Data, information, knowledge, wisdom hierarchy; Educational psychology – Branch of psychology concerned with the scientific study of human learning; Educational technology – Use of technology in education to improve learning and teaching; Higher-order thinking – Concept in education and education reform
The taxonomy divides learning objectives into three broad domains: cognitive (knowledge-based), affective (emotion-based), and psychomotor (action-based), each with a hierarchy of skills and abilities. These domains are used by educators to structure curricula, assessments, and teaching methods to foster different types of learning.
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Nash's pyramid suggests that recreation is a ‘need’ because it provides the intellectual and emotional stimulation required by humans. The pyramid orders activities according to their opportunity for personal growth. It begins at a neutral level which describes activities used to "kill time. [2]" Any activity falling in the above three ...