Instructional design/SAMR Model

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Transforming Instructional Design with Technology
As an Instructional Designer, you've been tasked with creating a corporate training session for a mid-sized department. After conducting a needs assessment, you write your learning objectives and design your assessments, and you put together a presentation and supplementary materials as requested by the client. Upon presenting, you notice many of the employees on their phones, and your frustration mounts. You've put in all the work, and it seems the clients are not even paying attention.

That evening, you are talking with some fellow designers and one suggests that you incorporate the phones into the training. Later on you begin to brainstorm some ideas, such as asking the group to conduct internet research and share their findings during the presentation. You research the idea and you stumble across the SAMR Model and the Padagogy Wheel. You take your idea, compare it against the model and find that it only substitutes the learning. You want more, so you begin investigating options for transforming the learning using technology tools.

A new training opportunity arrives and this time you ask the client if you can give the employees some homework prior to the training. Upon receiving permission, you email instructions to the employee group a week in advance. On training day, you stand to the side as the group shares their videos of customers giving feedback using Pictello, an app for creating and sharing visual stories. At the end of the training day, you are smiling as you remember the way the employees actively engaged in discussion and brainstorming. From here on out, you will figure out ways to integrate technology in every training you present.

Lesson Goal
After completing the wikiversity lesson and attempting on their own over several months, learners will be able to complete the following: Instructional designers will be able to appropriately transform an existing course or training using the SAMR model of technology integration (Substitute, Augment, Modification, and Redefinition). The result will be designers modifying courses in a way that allows their learners to communicate their learning using technology in way that meets the redefinition stage of the model.

Objectives
Given a non-technology learning task, choose a method for enhancing the task at each level of the SAMR model.
 * State the purpose of the SAMR model.
 * Identify the word that each letter of the SAMR model represents.
 * Match each of the four SAMR stages to their definition.
 * Given the SAMR model, identify each level in the SAMR model.
 * Define “technology tool”
 * Match a technology tool with a non-technology learning task

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