Saturday, October 15, 2016

Week 5: Evaluating the Uses of Technology in the Classroom

This week in class we discussed blended learning and the benefits of implementing web tools as support for learning in the classroom. When selecting the appropriate tool for a class it is important to evaluate that tool and its usages. How will your students use this tool? Does this tool support students? How does this tool aid in problem solving? When assessing the properties of online tools and apps, one can refer to the SAMR Model developed by Dr. Reuben Peuntedura. SAMR (substitution, augmentation, modification and redefinition) model offers a method of seeing how computer technology might impact teaching and learning. The model also offers a progression that adopters of technology might follow as they progress through teaching and learning with technology (Technology is Learning).

Image from: The 4 Stages of EdTech - The SAMR Model for Technology Integration, 2015.

The above illustration demonstrates the continuum between the stages of SAMR. What I would like to highlight in the stages is the functional change that happens:

1. Substitution: 

Math playground offers a virtual Geoboard for students to use that helps them to calculate area and perimeter.

There is no real functional change in teaching and learning. There is no real gain in using computer technology, rather it substitutes the use of using a real Geoboard. This stage is usually teacher directed.

2. Augmentation

Arcademics Skiller Builders provides online games for all subjects, which you can narrow down to grade and also strand of mathematics.

This tool takes problem solving and transforms it into a game. This tool acts with functional improvement because students are problem solving but they are engaged because of they are playing a game. Students also receive immediate feedback from the game. This stages moves into teacher/student focus.

3. Modification

Kahoot! is a way to create online quizzes, which students can join using an electronic device. I used Kahoot! in my placement and the feedback was incredible. For math I used Kahoot! to create unit reviews, the students wanted to play again and again because of how fun they found the experience.

This tool acts as significant task redesign for what could have been a paper-pencil review. Students are able to receive immediate feedback as well as the teacher is able to view students' answers and see where students are at and where areas of need are. Students are also more engaged in learning. Students reflect on own learning.

4. Redefinition

Educreations is an interactive whiteboard app with a screen casting tool. Students can draw or write out their concept, problem or solution and annotate, animate or narrate along and share their screen cast with the class.

This tool allows for creation of new tasks that were, before, inconceivable. Every student is able to screen cast their problem and share with the class, and the teacher is able to have a recording of each students' screen cast to assess learning. When using whiteboards in the classroom, sometimes only a few students get to share their ideas, and ideas get to be erased later on. With Educreations, sharing is immediate, long lasting, and each student is accountable. The benefit is that now the teacher is able to gather more valuable evidence of learning.


The SAMR Model is extremely helpful when it comes to assessing the value of apps, tools and implementing technology into your classrooms. The model provides a basis of evaluation for teachers to follow to assess the benefits of the choices they will make when planning for blended learning.


Resources:
SAMR Model - Technology Is Learning. (n.d.). Retrieved October 15, 2016, from https://sites.google.com/a/msad60.org/technology-is-learning/samr-model 

 (2015). The 4 Stages of EdTech – The SAMR Model for Technology Integration. Retrieved October 15, 2016, from http://lingomedia.com/stages-of-edtech-the-samr-model-for-technology-integration/ 

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