SAMR Model
SAMR is an educational model used to integrate technology into student learning. It stands for Substitution, Augmentation, Modification, and Redefinition.
Here are two examples:
Task 1: Visual Arts - Create a piece of art using paper, pencils, markers, and paint.
Substitution: use a digital painting/drawing program or app on a computer or tablet, such as Drawing Desk, MS Paint, or Sketchpad 4.1.
Augmentation: implement augmented reality technology, such as SketchAR, to view/create a traditional painting on paper.
Modification: record and take photographs of students' art and display it on a classroom blog for students to view and share their thoughts.
Redefinition: use a collaborative art program or app to create art with simultaneously with others, for example Drawpile or Whiteboard Pro.
Task 2: Physical Education - Learn how to swing a golf club correctly.
Substitution: display a video of the required steps and ideal behaviour in order to teach the lesson.
Augmentation: display a video of the required steps and ideal behaviour in order to teach the lesson, as well as providing additional videos and resources from the perspectives of other professionals in the field.
Modification: for homework before class, have students watch a video of the required steps and ideal behaviour, then use classtime to reflect upon and practice these techniques.
Redefinition: display a video of the required steps and ideal behaviour, and have students practice these techniques. Film the students practicing, and have the students critically analyze the videos of themselves, while the teacher/coach provides further feedback.












