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  2. Edgar Dale - Wikipedia

    en.wikipedia.org/wiki/Edgar_Dale

    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 .

  3. Learning pyramid - Wikipedia

    en.wikipedia.org/wiki/Learning_pyramid

    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.

  4. Cone of uncertainty - Wikipedia

    en.wikipedia.org/wiki/Cone_of_Uncertainty

    The project must actively and continuously work to reduce the uncertainty level. The cone of uncertainty is narrowed both by research and by decisions that remove the sources of variability from the project. These decisions are about scope, what is included and not included in the project.

  5. Instructional design - Wikipedia

    en.wikipedia.org/wiki/Instructional_design

    Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...

  6. Experiential learning - Wikipedia

    en.wikipedia.org/wiki/Experiential_learning

    A third example of experiential learning involves learning how to ride a bike, [13] a process which can illustrate the four-step experiential learning model (ELM) as set forth by Kolb [14] and outlined in Figure 1 below. Following this example, in the "concrete experience" stage, the learner physically interacts with the bike in the "here and ...

  7. Worked-example effect - Wikipedia

    en.wikipedia.org/wiki/Worked-example_effect

    The worked-example effect is a learning effect predicted by cognitive load theory. [1] [full citation needed] Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving [2] [page needed] and discovery learning.

  8. The AOL.com video experience serves up the best video content from AOL and around the web, curating informative and entertaining snackable videos.

  9. Design of experiments - Wikipedia

    en.wikipedia.org/wiki/Design_of_experiments

    The use of a sequence of experiments, where the design of each may depend on the results of previous experiments, including the possible decision to stop experimenting, is within the scope of sequential analysis, a field that was pioneered [12] by Abraham Wald in the context of sequential tests of statistical hypotheses. [13]