samr: first steps - hippasus · samr: first steps ruben r. puentedura, ph.d. substitution tech acts...

29
SAMR: First Steps Ruben R. Puentedura, Ph.D.

Upload: vuhuong

Post on 31-Jul-2018

215 views

Category:

Documents


0 download

TRANSCRIPT

SAMR: First Steps

Ruben R. Puentedura, Ph.D.

Substitution Tech acts as a direct tool substitute, with no

functional change

Augmentation Tech acts as a direct tool substitute, with

functional improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks,

previously inconceivable

Enha

ncem

ent

Transformation

Ruben R. Puentedura, As We May Teach: Educational Technology, From Theory Into Practice. (2009)

Gerd Gigerenzer et.al. “Helping Doctors and Patients Make Sense of Health Statistics” Psychol. Sci. Public Interest. 2007;8:53–96

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Scholarly Primitives

DiscoveringAnnotating

SamplingIllustrating

Representing

ComparingReferring

John Unsworth. Scholarly Primitives: What Methods Do Humanities Researchers Have in Common and How Might Our Tools Reflect This? Humanities Computing, Formal Methods, Experimental Practice Symposium, Kings College, London. (May 2000)

selecting according to a criterion, showing relationships of items

selected to the original set

searching, browsing, accessing, collecting

categorizing, providing commentary, analyzing

find differences, similarities and create meaning from them

linking, referencing

changing depiction mode, publishing

showing an example, highlighting features within an example

Key Trends Driving Ed Tech Adoption

Fast(1-2 yrs.)

Growing Ubiquity of Social MediaIntegration of Online, Hybrid, and

Collaborative Learning

Mid-Range(3-5 yrs.)

Rise of Data-Driven Learning, AssessmentShift from Students as Consumers to

Students as Creators

Long-Range(5+ yrs.)

Agile Approaches to ChangeEvolution of Online Learning

Important Ed Tech DevelopmentsAdoption:

1 yr. or lessFlipped ClassroomLearning Analytics

Adoption:2-3 yrs.

3D PrintingGames and Gamification

Adoption:4-5 yrs.

Quantified SelfVirtual Assistants

Significant Challenges Impeding Ed Tech AdoptionSolvable

understand and know how to solveDifficult

understand but solutions are elusiveWicked

complex to define, much less address

Low Digital Fluency of FacultyRelative Lack of Rewards for Teaching

Competition from New Models of Education

Scaling Teaching Innovations

Expanding AccessKeeping Education Relevant

Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014). NMC Horizon Report: 2014 Higher Education Edition. Austin, Texas: The New Media Consortium.

Key Trends Driving Ed Tech Adoption

Fast(1-2 yrs.)

Growing Ubiquity of Social MediaIntegration of Online, Hybrid, and

Collaborative Learning

Mid-Range(3-5 yrs.)

Rise of Data-Driven Learning, AssessmentShift from Students as Consumers to

Students as Creators

Long-Range(5+ yrs.)

Agile Approaches to ChangeEvolution of Online Learning

Important Ed Tech DevelopmentsAdoption:

1 yr. or lessFlipped Classroom Learning Analytics

Adoption:2-3 yrs.

3D PrintingGames and Gamification

Adoption:4-5 yrs.

Quantified SelfVirtual Assistants

Significant Challenges Impeding Ed Tech AdoptionSolvable

understand and know how to solveDifficult

understand but solutions are elusiveWicked

complex to define, much less address

Low Digital Fluency of FacultyRelative Lack of Rewards for Teaching

Competition from New Models of Education

Scaling Teaching Innovations

Expanding AccessKeeping Education Relevant

Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014). NMC Horizon Report: 2014 Higher Education Edition. Austin, Texas: The New Media Consortium.

Brief Lecture or Group Discussion(~10 minutes)

ConcepTest(~1-2 minutes)

Between 30-75% of students answer correctly

Fewer than 30% of students answer correctly

More than 75% ofstudents answer correctly

Peer Discussion:students try to convince each other

(~2-3 minutes)

The instructorexplains remaining misconceptions

The instructorrevisits and explains the concept

ConcepTest(~1-2 minutes)

Mazur, E. Peer Instruction - A User's Manual. Prentice Hall (1997)

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Substitution Tech acts as a direct tool substitute, with no functional

change

Augmentation Tech acts as a direct tool substitute, with functional

improvement

Modification Tech allows for significant task redesign

Redefinition Tech allows for the creation of new tasks, previously

inconceivable

Study SAMR Level Description Effect Size

Ligas (2002) S CAI system used to support direct instruction approach for at-risk students. 0.029

Xin & Reith (2001) AMultimedia resources provided to contextualize learning of word meanings and concepts.

0.264

Higgins & Raskind (2005) M

Software/hardware used for text-to-speech, definitions, pronunciation guide for children with reading disabilities.

0.600

Salomon, Globerson & Guterman (1989) R

Software presents students with reading principles and metacognitive questions as part of the reading process.

1.563

Pearson, P.D., Ferdig, R.E., Blomeyer Jr, R.L., & Moran, J. "The Effects of Technology on Reading Performance in the Middle-School Grades: A Meta-Analysis With Recommendations for Policy." Learning Point Associates/North Central Regional Educational Laboratory (NCREL) (2005).

Study SAMR Classification Description Effect Size

Algebra I Effectiveness of Cognitive Tutor Algebra I at Scale, by John F. Pane, Beth Ann Griffin, Daniel F. McCaffrey, Rita Karam

S to A

S: Computerized algebra drills, some tied to real-world scenarios A: Tools for basic visualization; adaptive response to student progress

≈ 0.2 50th perc. → 58th perc.

Earth Science Using Laptops to Facilitate Middle School Science Learning: The Results of Hard Fun, by Alexis M. Berry, Sarah E. Wintle

A to M

A: Interactive tools for concept exploration and visualization M: Narrated animation as final project

≈ 0.6 50th perc. → 73rd perc.

(≈ 1.4 a month later) (50th perc. → 92nd perc.)

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

Ruben R. Puentedura, “Technology In Education: The First 200,000 Years” The NMC Perspective Series: Ideas that Matter. NMC Summer Conference, 2012.

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

Bookmarks

Discussions

Blogging

Telepresence

RSS Feeds

Microblogging

Wikis

File Sharing

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

Class Homework

WorldSchool Home

Learning Environments

Contextual Search Augmented Reality

Cloud Resources Mobile Tools

Sensors Recorders

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

ImageAssembly

SequentialArt

MovingImage

InteractiveMedia

InteractiveFiction

5-Card Nancy Comic Life Premiere Pachyderm Inform 7

Narrative sources;Narrative constraints

Pictorial vocabulary;Narrative transitions;

Text/image integrationCDS Seven Elements;Montage structures

Narrative structures;Narrative flows Ludic elements

Infinite Canvas

Prezi

SOC

IAL

PLACE

MO

MEN

T

Social Mobility Visualization Storytelling Gaming200,000

years70,000 years

40,000 years

17,000 years

8,000 years

Formal Definition of Game (Salen & Zimmerman)

“A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.”

Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals. The MIT Press. (2003)

Hippasus

Blog: http://hippasus.com/rrpweblog/ Email: [email protected]

Twitter: @rubenrpThis work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.