Evaluating and Improving Technology Use in Education with the SAMR Model

Evaluating and Improving Technology Use in Education with the SAMR Model

Welcome to our discussion on the SAMR model! If you're an instructional designer, you know that technology can transform teaching, and learning in the classroom. But how can we make sure we use it effectively? This is where the SAMR model comes in.

The SAMR model is a framework that helps educators understand and evaluate the extent to which technology is being used in their classrooms. The SAMR model was developed by Dr. Ruben Puentedura and describes how technology can be used to support and transform teaching and learning. It's a helpful tool for instructional designers to consider when developing educational technology solutions.

In this article, we'll explore the four levels of the SAMR model - substitution, augmentation, modification, and redefinition - and their application to instructional design. So grab a cup of coffee and let's dive in!

What is the SAMR model?

Dr. Ruben Puentedura has developed a framework called the SAMR Model, which divides the integration of technology into teaching into four distinct phases. Substitution, Augmentation, Modification, and Redefinition are abbreviated as "SAMR". The SAMR model was developed to help teachers personalise learning and help students visualise difficult topics. When integrated instructional technologies facilitate teaching and learning for both teachers and students, such as in distance and blended learning, the SAMR model can be particularly effective.

The SAMR approach is often depicted as a ladder or staircase, as shown above. However, this can be misleading because sometimes the substitute (the bottom rung or step) is the best option for a particular lesson. For this reason, it's better to think of the SAMR model as a kind of spectrum. On the one hand, technology is used to replace old tools, and on the other hand, it enables experiences that wouldn't have been conceivable without it.

However, as you see it, the SAMR framework can be a quick and easy tool to evaluate how you use technology in your teaching.

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So let's discuss each step in detail.

  1. Substitution: This is the basic stage of technology use, where technology is simply used as a substitute for a non-digital tool or activity. For example, an instructional designer might use a learning management system (LMS) to deliver a learning experience that previously took place in a classroom. This can be a useful way to make the content more accessible and convenient for learners but doesn't necessarily mean that the learning experience itself is significantly changed.
  2. Augmentation: At this level, technology is used to enhance or extend the learning experience in some way. For example, a learning designer may use multimedia resources, interactive simulations, or adaptive learning algorithms to enrich the learning experience and make it more interesting for learners. This can increase retention and motivation but doesn't fundamentally change the nature of the learning experience.
  3. Modification: At this level, technology is used to fundamentally change the learning experience by changing the way it's delivered or the way learners interact with it. For example, an instructional designer may use virtual reality (VR) or gamification to create a fully immersive and interactive learning experience that wouldn't be possible without technology. This can be an effective means of creating new and innovative learning experiences, but requires a greater investment in technology and may require learners to have access to specialised hardware or software.
  4. Redefinition: At the highest level of the SAMR model, technology is used to completely redefine the learning experience and create new, previously unimaginable ways of learning and achieving educational goals. For example, a learning designer can use AI-powered personal tutors or adaptive learning algorithms to create a tailored learning experience that adapts to the individual needs and abilities of each learner. This type of technology use has the potential to revolutionise the way we think about education and learning.

In summary, the SAMR model is a useful tool for instructional designers to evaluate and improve the use of technology in their learning experiences. By evolving the model from substitution to redefinition, they can create increasingly innovative and engaging learning ecosystems that harness the full potential of technology to enhance learning and achieve educational goals.

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Credit:

https://www.powerschool.com/blog/samr-model-a-practical-guide-for-k-12-classroom-technology-integration/#:~:text=The%20letters%20%E2%80%9CSAMR%E2%80%9D%20stand%20for,help%20students%20visualize%20complex%20concepts.


Yubaraj Bhattarai

Lecturer of Mathematics/ Mathematics Education and Research Methodology

1 年

great article

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