8 Examples of Transforming Lessons Through the SAMR Cycle. The SAMR Model for integrating technology into teaching, developed by Dr.
Ruben Puentedura, has gained a good deal of exposure in recent years. “SAMR” is an acronym that stands for Substitution, Augmentation, Modification, and Redefinition. The SAMR model provides a technique for moving through degrees of technology adoption to find more meaningful uses of technology in teaching and move away from simply using “tech for tech’s sake”. We recently discussed the SAMR model during an Academic Technology Work Group meeting at The College of Westchester. We examined the video, SAMR in 120 Seconds. Following are 8 examples of the SAMR process, each taking an example of a typical classroom exercise that does not use technology and walking it through each phase of SAMR.
The goal of this exercise was to help me (and readers) better understand the SAMR model, and to really see how lessons and assessments can be transformed while considering the benefits of evolving them through these stages. 4 part SAMR Model to Analyse Gamification. Reading Time: 3 minutes (ish) I love coming up with new models and frameworks, I find them really handy and hope that when I share them that others do as well.
However, I am also a great believer in not reinventing the wheel! Recently I happened to see a comment from one of my favourite people on Twitter, Alice Keeler, that mentioned something called the SAMR model. Now, knowing that Alice is an awesome thought leader in the education space, I knew this was probably a model I wanted to look up – and I was right. What is SAMR? SAMR stands for Substitution, Augmentation, Modification, Redefinition. Generally they are described like this; As soon as I saw this, I knew it could be used to help me solve one of the problems I have been having with gamification – analysing its potential or how it is currently being used, in a way that was simple to understand.
SAMR for Games and Gamification (Game Thinking) SAMR as a Framework for Moving Towards Education 3.0. Evolution, in its broadest sense, serves as a force to help humans move towards a better way of living given the current times or Zeitgeist.
It follows, then, that the education field should evolve as new opportunities and forces emerge and present themselves. But in general, this is not the case. From the Time Magazine article, How to Bring Our Schools Out of the 20th Century There’s a dark little joke exchanged by educators with a dissident streak: Rip Van Winkle awakens in the 21st century after a hundred-year snooze and is, of course, utterly bewildered by what he sees. Men and women dash about, talking to small metal devices pinned to their ears. The evolution of education can be explained from moving from Education 1.0 to Education 3.0. Briefly, Education 1.0, 2.0. and 3.0 is explained as: Education 1.0 can be likened to Web 1.0 where there is a one-way dissemination of knowledge from teacher to student. The following chart provides an overview of the ideas discussed in this post. A Wonderful Visual on How to Use SAMR Model On Different Classroom Tasks.
SAMR Model Explained for Teachers. Below is a great video explaining the SAMR model in 120 seconds.
SAMR is a framework through which you can assess and evaluate the technology you use in your class. Here is how the video below shared by Candace M explains the SAMR's four levels: Substitution In a substitution level, teachers or students are only using new technology tools to replace old ones, for instance, using Google Docs to replace Microsoft Word. the task ( writing) is the same but the tools are different. Augmentation Though it is a different level, but we are still in the substitution mentality but this time with added functionalities.
Again using the example of Google docs, instead of only writing a document and having to manually save it and share it with others, Google Docs provides extra services like auto saving, auto syncing, and auto sharing in the cloud. Watch the video to learn more about SAMR.