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3D 
Instruction 
al 
Materials
What is a Three-Dimensional (3D) 
Instructional Media? 
 It displays an additional quality that 
appeals to the sense of touch – that 
is, a tactual quality. 
 Their most important characteristic 
is their idea that they are to be 
handled by students to further assist 
them in formulating more 
legitimate concepts about things.
• Three-dimensional materials are very 
useful in the event that real-life 
materials are impossible to be brought 
in the classroom to provide students 
with certain amount of direct, 
purposeful, rich, and meaningful 
learning experience in accordance with 
Dale’s “Cone of Experience”.
CONTRIVED 
EXPERIENCE
Contrived Experience 
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. 
designed to simulate to real-life 
situations.
 Specimens and Objects 
 Models and Mock ups 
 Diorama 
 Puppets 
 Games and Simulation
SPECIMENS 
• a part or aspect of some item that is 
typical sample of the character of others 
in its same class or group. Specimens 
enable us to learn many things that 
would otherwise be unobtainable.
3D instructional materials
3D instructional materials
3D instructional materials
OBJECTS 
• are concrete materials such as plants, 
animals, tools, used in providing direct 
experience. 
• may also include artifacts displayed in a 
museum or objects displayed in exhibits.
3D instructional materials
Advantages 
– These are less abstract and more concrete. 
– It attracts students’ attention. 
– Students become more familiar with objects. 
Limitations 
– They need bigger storage. 
– They are prone to possible damage. 
– Some objects have limitation in availability and 
may not be easy to find.
Points to Consider in Using Specimen 
and Objects for Teaching: 
• Develop a purpose for using them. 
• Provide opportunities to pupils to work or 
to manipulate the specimens so that they 
can consider concepts, process and principles 
by themselves.
• Present just enough specimens or objects 
at a time so as not to overwhelm the 
students/pupils. 
• Present the materials in a dramatic way 
so as to arouse and sustain the interest of 
the student/pupils.
MODELS 
• A “reproduction of a real thing in a small 
scale, large scale or exact size but made of 
synthetic materials. It is a substitute for a 
real thing which may or may not be 
operational.” (Brown, et al 1969)
• are excellent for teaching concepts about 
things that are three-dimensional and 
concrete in nature. 
• They can be made to show interior views of 
objects, and they can be simplified to any 
extent desired in order that the basic 
concept represented may be 
communicated most adequately.
Varied Purposes of Models 
• When real objects are too small or too 
large to bring into the classroom. 
• To present subject matter involving the 
past and the future. 
• Physical inaccessibility. 
• Abstract constructions. 
• To explain processes.
Types of Models
Solid Models 
- They are used mainly for 
recognizing external 
features
Cross-section Model/ 
Cut-away Models 
- They show the internal 
structures.
Construction Models 
- models which can be 
assembled and 
disassembled to show 
relationship of parts to a 
whole
Working Models 
- indicate how the things being 
represented operate
MOCK UP 
• A mock-up is an arrangement of a real 
device or associated devices, displayed in a 
such way that representation of reality is 
created. 
• The mock-up may be simplified in order to 
emphasize certain features.
• It may be an economical reproduction of a 
complicated or costly device, to be observed 
for learning purposes. Usually, it is a prepared 
substitute for a real thing; sometimes it is a 
giant enlargement. (Brown, 1969) 
• It is also considered as a special model where 
the parts of a model are singled out, 
heightened and magnified in order to focus 
on the part or process under study.
3D instructional materials
Advantages 
• Allow learner to examine model or mock-up 
which may not be easy in the real object. 
• Functioning model/mock-up allows learner to 
handle and operate. 
• Create high interest and permit close up 
observation of how it works.
• Can provide learning experiences that 
real objects cannot provide. 
• Working models can illustrate basic 
operations of a real device and provide 
important details. 
• Allow learner to independently study the 
item at their own convenience. 
• Make classroom discussion more effective.
Limitations 
• They require tedious work. 
• They are expensive. 
• They might distort some real concepts. 
• Some models which are too heavy or too big 
may be difficult for actual lecture.
DIORAMA 
• The term Diorama is of Greek origin 
which means “to see through”. Diorama is 
a three-dimensional representation of 
events, ideas or concepts against a scenic 
background. 
• It is also known as a meaningful exhibit in 
boxes or cases, which are portable.
• It is a miniature scene in three-dimensional 
treatment that is meant to replicate reality 
and cause students to think creatively and 
aesthetically.
3D instructional materials
Advantages 
• They have intrinsic value. 
• They allow us to compare past and 
present conditions. 
• They help us make connections to the real 
world. 
• It develops students’ creativity.
• It can be viewed, handled, and examined 
by students. 
• It adds interest and meaning to the lesson. 
Limitations 
• It demands a bigger space in the 
classroom in terms of use and storage. 
• It is generally expensive. 
• It is easily damaged.
PUPPETS 
• Puppets are artificial figures whose movements 
are controlled by a person. 
• Puppets are moved by hand or by strings, wires, 
or rods. Puppet figures are made to represent a 
person, animal, plant, or an object. 
• A puppet can become the medium 
through which the children express 
themselves, often in role playing fashion. 
Puppets can assist the child in assuming the 
role of the character that he is portraying
3D instructional materials
Advantages 
• They boost active participation among 
students. 
• Stirring and attention getting. 
• Fascination of the inanimate objects. 
• Enjoyable and spontaneous learning 
experiences. 
• Students become more creative.
Limitations 
• It is time-consuming. 
• It is expensive 
• It demands extra effort. 
• It can compete with the teacher.
SIMULATIONS 
• 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. 
examples: 
school election process, fire and 
earthquake drills
GAMES 
• played to win. 
(We use simulations and games to make our 
classes interactive and to develop the 
decision-making skills and knowledge 
construction skills of the students.)
10 General Purposes of 
Simulation and Games 
1) to develop changes in attitude. 
2) to change specific behavior. 
3) to prepare participants for assuming new 
roles in the future. 
4) to help individuals understand their 
current roles.
5) to increase the students’ ability to 
apply principles. 
6) to reduce complex problems or situations 
to manageable elements. 
7) to illustrate roles that may affect one’s 
life but that one may never assume. 
8) to motivate learners. 
9) to develop analytical processes. 
10) to sensitize individuals to another 
person’s life role.
“We teach through a rearrangement of raw reality: a 
specimen, a manageable sample of a whole…. 
When the direct experience cannot be used properly 
in its natural setting.” 
- unknown 
THANK YOU… 

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3D instructional materials

  • 1. 3D Instruction al Materials
  • 2. What is a Three-Dimensional (3D) Instructional Media?  It displays an additional quality that appeals to the sense of touch – that is, a tactual quality.  Their most important characteristic is their idea that they are to be handled by students to further assist them in formulating more legitimate concepts about things.
  • 3. • Three-dimensional materials are very useful in the event that real-life materials are impossible to be brought in the classroom to provide students with certain amount of direct, purposeful, rich, and meaningful learning experience in accordance with Dale’s “Cone of Experience”.
  • 5. Contrived Experience 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. designed to simulate to real-life situations.
  • 6.  Specimens and Objects  Models and Mock ups  Diorama  Puppets  Games and Simulation
  • 7. SPECIMENS • a part or aspect of some item that is typical sample of the character of others in its same class or group. Specimens enable us to learn many things that would otherwise be unobtainable.
  • 11. OBJECTS • are concrete materials such as plants, animals, tools, used in providing direct experience. • may also include artifacts displayed in a museum or objects displayed in exhibits.
  • 13. Advantages – These are less abstract and more concrete. – It attracts students’ attention. – Students become more familiar with objects. Limitations – They need bigger storage. – They are prone to possible damage. – Some objects have limitation in availability and may not be easy to find.
  • 14. Points to Consider in Using Specimen and Objects for Teaching: • Develop a purpose for using them. • Provide opportunities to pupils to work or to manipulate the specimens so that they can consider concepts, process and principles by themselves.
  • 15. • Present just enough specimens or objects at a time so as not to overwhelm the students/pupils. • Present the materials in a dramatic way so as to arouse and sustain the interest of the student/pupils.
  • 16. MODELS • A “reproduction of a real thing in a small scale, large scale or exact size but made of synthetic materials. It is a substitute for a real thing which may or may not be operational.” (Brown, et al 1969)
  • 17. • are excellent for teaching concepts about things that are three-dimensional and concrete in nature. • They can be made to show interior views of objects, and they can be simplified to any extent desired in order that the basic concept represented may be communicated most adequately.
  • 18. Varied Purposes of Models • When real objects are too small or too large to bring into the classroom. • To present subject matter involving the past and the future. • Physical inaccessibility. • Abstract constructions. • To explain processes.
  • 20. Solid Models - They are used mainly for recognizing external features
  • 21. Cross-section Model/ Cut-away Models - They show the internal structures.
  • 22. Construction Models - models which can be assembled and disassembled to show relationship of parts to a whole
  • 23. Working Models - indicate how the things being represented operate
  • 24. MOCK UP • A mock-up is an arrangement of a real device or associated devices, displayed in a such way that representation of reality is created. • The mock-up may be simplified in order to emphasize certain features.
  • 25. • It may be an economical reproduction of a complicated or costly device, to be observed for learning purposes. Usually, it is a prepared substitute for a real thing; sometimes it is a giant enlargement. (Brown, 1969) • It is also considered as a special model where the parts of a model are singled out, heightened and magnified in order to focus on the part or process under study.
  • 27. Advantages • Allow learner to examine model or mock-up which may not be easy in the real object. • Functioning model/mock-up allows learner to handle and operate. • Create high interest and permit close up observation of how it works.
  • 28. • Can provide learning experiences that real objects cannot provide. • Working models can illustrate basic operations of a real device and provide important details. • Allow learner to independently study the item at their own convenience. • Make classroom discussion more effective.
  • 29. Limitations • They require tedious work. • They are expensive. • They might distort some real concepts. • Some models which are too heavy or too big may be difficult for actual lecture.
  • 30. DIORAMA • The term Diorama is of Greek origin which means “to see through”. Diorama is a three-dimensional representation of events, ideas or concepts against a scenic background. • It is also known as a meaningful exhibit in boxes or cases, which are portable.
  • 31. • It is a miniature scene in three-dimensional treatment that is meant to replicate reality and cause students to think creatively and aesthetically.
  • 33. Advantages • They have intrinsic value. • They allow us to compare past and present conditions. • They help us make connections to the real world. • It develops students’ creativity.
  • 34. • It can be viewed, handled, and examined by students. • It adds interest and meaning to the lesson. Limitations • It demands a bigger space in the classroom in terms of use and storage. • It is generally expensive. • It is easily damaged.
  • 35. PUPPETS • Puppets are artificial figures whose movements are controlled by a person. • Puppets are moved by hand or by strings, wires, or rods. Puppet figures are made to represent a person, animal, plant, or an object. • A puppet can become the medium through which the children express themselves, often in role playing fashion. Puppets can assist the child in assuming the role of the character that he is portraying
  • 37. Advantages • They boost active participation among students. • Stirring and attention getting. • Fascination of the inanimate objects. • Enjoyable and spontaneous learning experiences. • Students become more creative.
  • 38. Limitations • It is time-consuming. • It is expensive • It demands extra effort. • It can compete with the teacher.
  • 39. SIMULATIONS • 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. examples: school election process, fire and earthquake drills
  • 40. GAMES • played to win. (We use simulations and games to make our classes interactive and to develop the decision-making skills and knowledge construction skills of the students.)
  • 41. 10 General Purposes of Simulation and Games 1) to develop changes in attitude. 2) to change specific behavior. 3) to prepare participants for assuming new roles in the future. 4) to help individuals understand their current roles.
  • 42. 5) to increase the students’ ability to apply principles. 6) to reduce complex problems or situations to manageable elements. 7) to illustrate roles that may affect one’s life but that one may never assume. 8) to motivate learners. 9) to develop analytical processes. 10) to sensitize individuals to another person’s life role.
  • 43. “We teach through a rearrangement of raw reality: a specimen, a manageable sample of a whole…. When the direct experience cannot be used properly in its natural setting.” - unknown THANK YOU… 