The need for including technology in the classroom has been a matter of
discussion for teachers since many years. To use technology, or not to use it? That it is the
question! One of the tasks that was asked by our ECO II teacher, was to develop
an activity for an imaginary group of second graders. In this case, we worked
in groups of four students and designed an activity which implied the use of
technology; always bearing in mind the idea of keeping our students
motivated and enhance their learning. In this sense, we created a Jeopardy game
based on vocabulary of “toys”.
Today, one of the most common methods of applying technology in the
classroom that is being used by teachers is the SAMR model, which was developed
by Dr. Ruben Puentedura. The “Substitution Augmentation Modification Redefinition
Model” allows us to see how computer technology might impact not only teaching
but also learning. This model proposed by this author has four different
levels:
In the Substitution level, computer technology is used to perform the
same task as was done before the use of computers. There is no substantial
change in the activity. In this type of activities there is not so much
involvement on the part of the students.
In the Augmentation level, the use of Computer Technology allows to
perform simple tasks avoiding the use of paper. Moreover, the feedback is
immediate for both students and teachers and students feel engaged in the
activity.
In the Modification level, the use of Technology allows a modification
not only of the activity but also there is a functional change in the
classroom.
The last level is Redefinition, in which computer technology allows
for new tasks that cannot be performed without using it. For these type of
activities the use of technology is essential.

According to D. Puentedura, Substitution and Augmentation are considered
"Enhancement" steps because the tasks are improved but they do not
change; while Modification and Redefinition are "Transformation"
steps, since the way in which students learn is modified.
Regarding our activity, and bearing in mind the information already
presented, we can say that it is positioned at the Augmentation level, since
the activity was a simple game that students can play avoiding the use of any
piece of paper. The activity just implies the use of a led projector and a
computer. The revision of the vocabulary is done through the different
questions presented in the slides and it can be adapted to different levels and
students’ needs. Since it is a game, is highly attractive and motivating, but
it ca be done without the use of technology too. The only advantage that this
game provides is the innovation of the use of technology and this obviously
will engage students in the lesson.
As a conclusion, the integration of ICT in the EFL classroom should be
done taking into account the SAMR model, since it offers different stages that
allow teachers of English to think of activities that help to transform
students’ learning.
The following video was
made by John Spencer (2015) and it briefly explains the SAMR model applied at school.
References:
Fastiggi, W. (2015). The SAMR Model. Technology for learners.
Retrieved from https://technologyforlearners.com/the-samr-model/
Spencer, J. (2015). What
is the SAMR Model and what does it look like in schools? Retrieved from https://m.youtube.com/watch?v=SC5ARwUkVQg
No hay comentarios:
Publicar un comentario