The SAMR Model


SAMR is a model designed to help educators introduce technology into teaching and learning. It was popularized by Dr. Ruben Puentedura and the four-stage model supports and enables teachers to design and develop digital learning experiences that utilize technology.

SAMR stands for Substitution, Augmentation, Modification and Redefinition. This model offers a method of seeing how technology can impact teaching and learning. Furthermore, it shows a progression that educators often follow as we go through teaching and learning with technology. As you move along the continuum, computer technology becomes more important in the classroom but at the same time becomes more invisibly woven into the demands of good teaching and learning.

According to this model, when we first introduce a computer we do not change the teaching and learning, as we can do the same activities without technology. The moment of redefinition would come when the use of technology in the classroom changes the traditional way we teach and learn. This last moment would not be possible without the use of these devices.

Regarding the activity we used in some past experiences with, it would be placed in the enhancement-augmentation stage because it does not change the way students learn the language. We used an application called Socrative (Picture n°1). With this tool, students could revise vocabulary by playing an online game. The class was divided into groups that had to guess the name of different odd jobs by looking at the pictures presented in their mobile phones. Moreover, this game can be played without the use of technology but it requires certain changes.

Picture N°1


In order to get this activity placed in the last stage of the model SAMR, we can make students play this game with other people from the rest of the world. Other app that we can add is Skype so students can see the other competitors.

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