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SAMR Model
Substitution, augmentation, modification, redefinition is a model designed to help educators infuse technology into teaching and learning. Popularized by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and infuse digital learning experiences that utilize technology.
TPACK (Technology, Pedagogy, and Content Knowledge)
Study of the relationships between a teacher's knowledge and skills in technology, pedagogy, and content. how to understand technology enhances teaching of specific content
DOK model
Depth Of Knowledge
Guides educators to design learning experiences that engage students at different cognitive levels. critical thinking and deeper understanding.
Principle 1 how do students understand new ideas
build learning from prior knowledge and experiences. opportunities for students to work with peers social classroom. metaphors, model learning.
Principle 2 how do students learn and retain new information
Practice. application and organization. explain objects. applying stories, music/songs to new information.
practical application
Principle 3 how do students solve problems
good feedback specific and clear. focus on task. timely feedback. don't take it personal.
Principle 4 How does learning transfer to new situations
simplify complex information break it down. Cut extraneous information. Provided lots of examples early. Slowly fade guidance.
Principle 5 what motivates students to learn
believe they belong and are accepted. praising students. encourage learning goals. critical feedback as a sign that they are able to meet high standards. Rewards, motivate.
Principle 6 what are common misconceptions about how students think and learn
do not have diff learning styles. active learning strategies, discussions, problem solving. hands-on. meaningful learning. scaffolding
good digital citizenship
regularly and effectively. role in society through technology. respectful (model it). responsible (take accountability).
safety and security (teach safety, be nice).
participate and engage (encourage, discuss importance).
FERPA (Family Educational Rights and Privacy Act)
A federal law that regulates the management of student records and disclosure of information from those records. The Act has its own administrative enforcement mechanism.
PPRA (Protection of Pupil Rights Amendment)
Enacted in 1978 and amended FERPA in 2 ways: 1. Requires that schools and contractors make instructional materials available for inspection by parents if those materials will be used in connection with a DOE funded study. 2. Requires schools and contractors obtain written parental consent before the children participate in said study.
Content Delivery technology tools
Create videos, online lectures, interactive features (Prezi, PowerPoint, Nearpod, Digital Whiteboards).
Collaboration technology tools
allow students to work together (Zoom, BOX, SLACK, Flip)
Communication technology tools
Between teachers, students, parents, stakeholders (ClassDojo, Remind, Discord)
Classroom management technology tools
different ways of managing a classroom (Dojo, TimeTimer, Class Charts)
Assessments technology tools
Types of assessments/check for understanding (Kahoot, Nearpods, Seesaw)
Gamification technology tools
Learning into a game like structure (Goosechase, Classcraft, Devar)
Learning Management System technology tools
Houses all learning and assessments for students (Canvas, Google classroom, Blackboard)
Simulation technology tools
Students to experience artificial reality in real time (VR, Virtual Field Trips, Simulator)
Tutoring technology tools
tool to help students remediate information or support (online tutoring, Chegg, KhanAcademy)
Feedback Technology tools
allow for feedback that is quick (mastery connect, seesaw, peergrade)
Motivation technology tools
create student engagement (Credly, Badger, Kahoot)
Creativity technology tools
Students to be creative (StoryBoard, TikTok, Canva)
AI technology tools
allows a student or educator to do (ChatGPT, Hey PI, Grrammarly)
Gather data to inform instruction
Helps to identify student needs, Target instruction, connect with students, adjust instructions, better understand where students are at
Tech tools to help assess student learning
IXL, Edpuzzle, Classkick, Canva, Seesaw, Google forms, Flip, Kahoot, Nearpod.
Strategies to teach digital and media literacy competencies
Practice fact-checking, Compare two websites, Examine URLS, Discuss plagiarism, cyberbullying. Just inform students about the dangers of media.
Facilitate student autonomy/agency
Teachers foster a learning environment where students take ownership of learning. I do, We do, you do. Give students choice. Student-driven learning. safe place
Facilitate student creativity
Model and nurture creativity and creative expression to communicate ideas or knowledge. Open-ended tasks (Canva, Flip, Scratch) Safe place
How to engage stakeholders and get the buy in you need.
Listen first (ask for input) Communicate a clear vision, involve stakeholders in the process, Share quick wins and progress, make it personal, provide support, be consistent, offer choice,
Develop and lead initiatives on technology integration, involving all stakeholders
have a strong educational foundation, stay updated on trends, Participate in professional development, Be familiar with ed tools, collaborate with colleagues, apply tech into own learning, incorporate tech into lesson plans, take a leadership role, seek feedback.
Importance of collaboration across all organizations in a professional way.
It helps to improve outcomes for students and strengthens educational community as a whole. stay current with practices. Diverse perspectives, PLCs, Lifelong learning, attend workshops, collaborate.
All learners have equal access to technology
Look at resources that are available, affordable, and you can adopt. Represent technology so students can stay engaged. Allow for collaboration. provide devices, Multiple ways students can engage, Multilingual support, Flexible.
Inquiry-based learning
Learning driven by questioning and exploration. student based
Problem-based learning
methods that provide students with realistic problems that don't necessarily have "right" answers
cooperative learning
small groups of classmates work toward common goals
Using technology and tools to improve the learning environment, lesson planning and accommodate learners.
Flexible seating, sensory friendly design, chrome books, noise canceling headphones, Personalized tools, text-to-speech. Scaffolding instruction, google docs, differentiated learning, google slides, Captioning and visual support, Youtube captions, Canva,
Universal Design for Learning
Preparing a lesson so that all students can access the information.
ADDIE Instructional Design Model
Analyze-identify learners needs
Design-plan objectives, assessments
Develop- Create instructional materials
Implement- Deliver lessons and manage classroom.
Evaluate- Assess effectiveness
Backwards Instructional Design Model
Focuses on planning with end in mind.
1. identify desired results- what should know.
2. Determine acceptable evidence - how will they show.
3. Plan learning experiences and instruction- What activities lead to outcomes.