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