Cone of Experience (Concrete-to-Abstract Media Selection)¶
Theory · All theories
Evidence · 4 claims (2 for, 2 mixed) · 4 studies (2 causal, 1 design, 1 theoretical),q1–q3· 1 of 4 report an effect size · 4 claims rest on one study
Description¶
Edgar Dale's Cone of Experience (1946, revised 1969) organizes instructional media and methods along a continuum of concreteness: direct, purposeful experience ("seen, handled, tasted, touched, felt, and smelled") at the broad base, moving up through observed and mediated experience (demonstrations, dramatized experience, exhibits, field trips, motion pictures), to highly abstract verbal and visual symbols at the narrow top (Lee & Reeves, 2018). Dale later mapped Bruner's three modes of representation onto the Cone: enactive (learning by doing), iconic (learning through observation), and symbolic (learning through abstraction). Dale explicitly called the Cone a "visual analogy" for the progression of experience, not a prescription that concrete media are always superior or that instruction should be sequenced strictly bottom-to-top.
The Cone is one of the most widely misapplied models in instructional design. It is frequently confused with the "Remembering Cone" or "Bogus Cone" — the claim that learners retain 10% of what they read, 20% of what they hear, 30% of what they see, and so on up to 90% of what they say and do. Dale never made this claim, never attached retention percentages to any level of the Cone, and the "evidence" for the Remembering Cone appears to have been fabricated by petroleum-industry trainers in the 1960s (Molenda, 2003; Subramony, 2003). Any citation of specific retention percentages attributed to Dale should be treated as evidence of the myth, not the actual model.
Dale's own guidance was for balance, not maximization of concreteness: "Too much reliance on concrete experience may actually obstruct the process of meaningful generalization" (Dale, 1969, p. 130), and providing fully realistic experience is not always efficient in terms of cost, time, and effort. The Cone's real contribution was linking media selection to a psychological theory of abstraction (Seels, 1997), influencing later, more rigorous media-selection frameworks (e.g., Briggs, 1972) that account for learner age, learner type, and task type.
Implications¶
Context¶
Requirements¶
- A genuine need to choose among media/methods of varying concreteness for a given content and audience, rather than a single fixed medium mandated in advance
Constraints¶
- Do not cite specific retention percentages ("people remember 10% of what they read...") as coming from Dale — this is the debunked "Bogus Cone," not his actual model, and its use as decision-support is not evidence-based
- The Cone is descriptive/organizing, not prescriptive: it does not tell a designer which specific level is correct for a given objective, only that concreteness and abstraction trade off
- For young children especially, real and concrete experience provides a necessary foundation, but even here, over-reliance on concrete experience can obstruct meaningful generalization to the abstract concept being taught
Target Learners¶
- Younger or novice learners typically benefit more from concrete, direct, or iconic (observed) experience as a foundation before abstraction
- All learners benefit from balanced combinations rather than experience concentrated at one extreme of the continuum
Target Learning Objectives¶
- Concept and generalization formation, which requires eventual movement toward abstraction even when direct experience provides the initial foundation
- Vicarious experience of things learners cannot directly encounter (Dale argued audiovisual materials extend the range of vicarious experience "regardless of the limitations of time and space")
Theory¶
Contradicting / Qualifying¶
- The "Remembering Cone" / "Bogus Cone" retention-percentage claim is not part of Dale's actual model and has no credible evidentiary basis (Molenda, 2003; Subramony, 2003) — a claim frequently, incorrectly attributed to this principle
Claims¶
- Concrete, outcome-oriented eco-feedback visualizations with real-world analogies are rated more favorably than abstract metrics [+W]
- Abstract and concrete animation representations do not differ significantly in middle school students' electricity achievement under any of the five text-representation conditions [~W]
- Concrete-task participants achieved higher performance success than intermediate-task participants in simulation-based inquiry, while intermediate and abstract conditions did not differ significantly [~W]
- The argument that education should appeal chiefly to sight because most sensory experience is visual is contrary to accepted psychological principles [+W]
Related Theories¶
Related Principles¶
- User-Centered Design for Learning — both concern deliberate choice of instructional medium, though this principle addresses concreteness/abstraction rather than interface usability
Examples¶
- Combining a hands-on lab (direct experience) with a follow-up abstract discussion of the underlying principle, rather than relying on either alone
- Using video or simulation (iconic/mediated experience) to bring inaccessible phenomena (historical events, microscopic processes) into a classroom as vicarious experience
Key Sources¶
- Lee, S. J., & Reeves, T. C. (2018). Edgar Dale and the cone of experience. In R. West (Ed.), Foundations of Learning and Instructional Design Technology. EdTech Books. https://edtechbooks.org/lidtfoundations/edgar_dale
- Dale, E. (1969). Audiovisual methods in teaching (3rd ed.). Dryden Press.
- Subramony, D. P. (2003). Dale's cone revisited: Critically examining the misapplication of a nebulous theory to guide practice. Educational Technology, 43(4), 25–30.
- Molenda, M. (2003). Cone of experience. In A. Kovalchick & K. Dawson (Eds.), Education and Technology: An Encyclopedia. ABC-CLIO.
Page metadata
| Field | Value |
|---|---|
type |
theory |
id |
cone-of-experience |
title |
Cone of Experience (Concrete-to-Abstract Media Selection) |
description |
Dale's Cone of Experience arranges learning experiences along a continuum from concrete, direct experience to abstract, symbolic (verbal) experience, as guidance for balancing — not ranking — media and instructional method choices. |
status |
review |
canonical |
True |
generated |
by claude/unspecified on 2026-08-29 |
trust |
unverified — no one has confirmed this page's content |
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