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SAMR tutorial for DIGITAL SOCIETY

Updated: Feb 29

This blog post aims to teach IBDP Digital Society students about SAMR and test their knowledge.


Explore: Digital Society Context: 4.5A Learning and Education:

  1. Design and delivery of formal education, for example, in schools and remote learning

  2. Approaches to non-formal and post-formal education, for example, skill training, competency development and self-directed learning

  3. Digital pedagogies


Research (Primary and Secondary): Digital Society Content: 3.3 Computers

  • 3.3A Types of computers ~ Mainframe, server, personal computer, tablet, smart/ mobile device, wearable computers and devices

  • 3.3B Components of a computer ~ (a) Hardware: Motherboard, central processing unit, memory, storage, graphics and sound components, power supply, input and output devices, sensors (b) Interfaces: User interfaces, such as graphic and haptic and (c) Software: Operating system software, software applications, apps and malicious software

  • 3.3C Uses and forms of computer coding ~ Computer coding and programming uses specific languages and rules to communicate instructions to computers

  • 3.3D Evolution of computing ~ (a) Generations in computing, for example, first to fifth generations of computing, (b) Moore’s law (c) Emerging areas of computing, such as quantum computing


What is the SAMR Model?

The SAMR model is a framework designed to help educators evaluate and guide how they integrate technology into teaching and learning. The acronym stands for:

  • Substitution: Technology directly substitutes a traditional tool or method without significant functional change.

  • Augmentation: Technology acts as a substitute, but there are functional improvements to the learning task.

  • Modification: Technology allows for significant redesign of a learning task.

  • Redefinition: Technology creates previously inconceivable learning tasks or experiences.



How SAMR Works

The SAMR model is often visualized as a ladder. The bottom two rungs (Substitution and Augmentation) focus on technology enhancing existing learning activities. The top two (Modification and Redefinition) involve technology transforming the learning experiences.


SAMR Examples

Here's a simple example to illustrate how SAMR might apply to a writing task:

  • Substitution: Students type a report on a computer instead of writing it by hand.

  • Augmentation: Students use a word processor with grammar and spell-checking tools to improve their writing.

  • Modification: Students create a multimedia presentation that incorporates text, images, and sound to present their report.

  • Redefinition: Students collaborate with peers from a different school or country on a research project using video conferencing and project management tools.


Benefits of the SAMR Model

  • Planning Aid: Helps teachers think critically about how technology can be thoughtfully integrated rather than simply tacked onto a lesson.

  • Progression: Encourages teachers to move beyond simple substitution and aim for higher levels of transformation.

  • Reflective Tool: Offers a lens to evaluate existing technology use and identify areas for advancement.


Remember: The goal of SAMR isn't to always reach the 'Redefinition' level. The most effective technology integration is appropriate for the task and aligns with learning goals.



SAMR Multimedia Presentation:

Title: What is the SAMR Model and what does it look like in schools?

By: John Spencer

Licence: Creative Commons Attribution licence (reuse allowed)



SAMR Quiz:




SAMR Written Test:


Title: SAMR Model Quiz

Target Audience: University Students

By: Wai Maung

Pedagogical Approach: Asynchronous Learning



Key Phrases and Words:

Explore 4.5A Learning and Education:

  • Design and delivery of formal education, for example, in schools and remote learning

  • Approaches to non-formal and post-formal education, for example, skill training, competency development and self-directed learning

  • (Digital pedagogies

  • pedagogy

  • social-emotional learning

  • critical thinking skills

  • digital literacy

  • creative computing

  • remote learning

  • synchronous and asynchronous learning

  • self-guided learning

  • MOOC

  • competency development

  • behavioural competencies

  • functional competencies

  • SAMR








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