Direct Purposeful Experiences

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DIRECT PURPOSEFUL EXPERIENCES

• These are our concrete and first hand experiences that make up the foundation of
our learning.
• These are the rich experiences that our senses bring from which we construct the
ideas, the concepts, the generalizations that give meaning and order to our lives. (Dale,
1969)
• They are the sensory experiences.

Example of Direct Purposeful Activities


• Preparing meals or snacks.
• Making a piece of furniture.
• Performing a laboratory experiment.
• Delivering a speech.

WHY ARE THESE DIRECT EXPERIENCES DESCRIBED TO BE PURPOSEFUL?


• They are experiences that are internalized in the sense that these experiences
involve the asking of questions that have significance in the life of the person
undergoing the direct experience.
• These experiences are undergone in relation to a purpose, i.e. learning
• It is done in relation to a certain learning objective.
“John Dewey has made his fundamental point succinctly: “An ounce of experience is
better than a ton of theory because it is only in experience that a theory has vital and
verifiable significance. An experience, a very humble experience, is capable of
generating and carrying an amount of theory (or intellectual content), but a theory apart
from experience cannot be definitely grasped as a theory. It tends to render thinking, or
genuine theorizing unnecessary and impossible”

WHAT DOES DIRECT, PURPOSEFUL EXPERIENCE IMPLY TO THE TEACHING-


LEARNING PROCESS?
1. Let us give our students opportunities to learn by doing. Let us immerse our
students in the world of experience.
2. Let us make use of real things as instructional materials for as long as we can.
3. Let us help our students develop the five senses to the full to heighten their
sensitivity to the world.
4. Let us guide our students so that they can draw meaning from their first hand
experiences and elevate their level of thinking.

Sensory Graph
CONTRIVED EXPERIENCES
 it is an edited version of direct experiences.
 design to stimulate to real life situation

EXAMPLES OF CONTRIVED EXPERIENCES


1. MODEL - is a reproduction of real thing in small scale or large scale or exact size but
made up of synthetic materials.
- substitute to a real thing which may or may not operation.

2. MOCK-UPS - is a special model where the parts of a model are single out
heightened and magnified in order to focus on the part or process under study.

3. OBJECTS - may also include artifacts displayed in a museum or things displayed in


an exhibit or preserved insect specimen in science.

4. SPECIMES - a portion or quality of material for use in testing examination.

5. SIMULATION - representation of a manageable real event in which the learner in an


active participant engage in learning behavior in applying previously acquired skills or
knowledge.

6. GAMES - forms of physical exercise taught to children at school such as plays and
relays.

PURPOSES OF GAMES
* to practice or refine knowledge or skills already acquired
* identify gaps or weaknesses in knowledge or skills
* serve as summation or review
* develop new relationships among concepts and principles.

Difference between Games and Simulation


• Games are played to win, therefore there is a competition.
• Simulation needs not winner seems to be more easily applied to the issues rather than
to processes.

WHY DO WE MAKE USE OF CONTRIVED EXPERIENCES


1. To overcome limitations of space and time.
2. To edit reality for us to be able to focus on parts or processes of a system that we
intend to study.
3. To overcome difficulties of size.
4. To understand the inaccessible.
5. To help learners understand abstraction.

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