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SAMR Model in Art Education
Transcript of SAMR Model in Art Education
The SAMR model was created by Dr. Ruben Puentadura as a model for educators to reflect upon how they integrate technology in today's 21st century classrooms. The SAMR model provides a framework to assess and evaluate the technology and how it is being used for teaching and student learning. The goal is to climb the model's mountain to reach the level where students are using new technology to create and accomplish something they were unable to do that they could not do before with the old technology.
The SAMR model suggests a hierarchy for educators to strive for to reach the top. The goal is to redefine how teachers teach & how students learn, as well as being able to create and accomplish tasks that they could never do before with technology. It is important for educators to teach & show students the full potential of the available technology. Teachers must know that all levels of the SAMR model are necessary at various times within a unit. We must ask ourselves where we currently are at in our technology use, and where we want to go. Successful classrooms are those that are willing to embrace change. Technology is rapidly evolving & requires continual professional development to give our students the best technology integrated arts education to be successful in the 21st century creative fields.
LEVEL 1: SUBSTITUTION
Students use new technology to complete tasks that could be accomplished with pen and paper
Direct tool substitute from old to new technology
No change occurring in student engagement
Self-management skills may be developed
2. Students use a word processor to type classroom notes
LEVEL 2: AUGMENTATION
Technology is used to carry out learning tasks in more efficient ways. The technology adds value to the project & still does not completely transform how the assignment is completed. Small noticeable changes & enhancements. Benefits include saving paper, better communication, faster workflow, & improved data gathering.
Implementing Technology Effectively & Creatively
by Kara L. Hall, June 2nd, 2015
SUBSTITUTION EXAMPLES IN ART EDUCATION:
1. Create a Google Doc or using an app, such as Pic Collage, to copy & paste images from Internet sources, such as Google Images, Pinterest, Flickr, and Tumblr for a self-portrait collage unit. There is no real act of original artistic creation happening at this level of the SAMR model.
Dr. Ruben Puentadura
3. Students use the Internet to research facts about an artist to type on a Google Doc
4. Watch a YouTube art demonstration video or learn about an artist
SUBSTITUTION LEVEL APPS
AUGMENTATION EXAMPLES IN ART EDUCATION
1. Create & store digital artwork on tablet or laptop. Student is able to share image with others with the comment function for feedback
2. Students complete questionnaire on Google Forms to check art understanding or test prior knowledge of art concepts
3. Edit photos and images with ability to save and share for feedback from teacher and peers
Paper by Fiftythree
AUGMENTATION APPS FOR ART EDUCATION
Write About This
Respond to a writing prompt, add audio, export stories to camera roll
Write or draw on photos or artworks, label diagrams, export to camera roll
Give people in photos or artworks a voice- Research an artist and create a voice for them to tell their story
Students explain and record their thought process as they draw or annotate. Photos, videos and materials from files may be uploaded
LEVEL 3: MODIFICATION
Technology is used
new parts of the given task. Student learning is now shifted from enhancing to
MODIFICATION EXAMPLES IN ART EDUCATION
Animation apps to create stop frame animations, upload on class website/blog for others to comment on or provide feedback
Teacher records art demonstrations, upload to class website/blog for student viewing & learning
Teacher creates and updates class website for students to access all art units and daily lessons, resources, assessments, forums
Presentations-students speak over an artist modeling or creating the image, replaces handwritten notes
Students scan artwork & upload onto a class website/blog for peer review using the comments feature
MODIFICATION APPS FOR ART EDUCATION
Narrate images & videos to share with others
Brainstorming mind mapping, share with others who can add details & expand the original idea sketch
Students transform a photo or artwork into a cartoon with captions and titles, work can be printed, turned into a larger artwork, posted on class webite/blog for feedback
Create a personal magazine following inspiring artists and art classes around the world
Create an iBook to showcase student art, describe the class's experience with a project start to finish, add audio
LEVEL 4: REDEFINITION
Technology is used to create new tasks, previously inconceivable with old technology. Students will learn new technology skills and concepts as they complete the task. This level is often compared to Bloom's Taxonomy's highest order of thinking skills of analyzing, creating, and evaluating. Students research, share, collaborate, and connect globally.
REDEFINITION EXAMPLES IN ART EDUCATION
1. Connect to art classes across the world, share art experiences, create a collaborative project
2. Students use blogs to connect with the local and global communities-share their art, discuss the thought process & receive feedback
3. Digital Portfolio of student artwork, create, share, receive critiques, reflect
4. Take virtual field trips to museums around world to experience art one might never experience
5. Students create digital books & movies about
an art process & final results, shared with audience
Art exhibition becomes interactive as parents & guests hear students describe the inspiration behind their art, the materials used, & reflect on the artistic process & their final product
Students create video tutorials that can be shared & published for other art students to learn from
Students upload their artwork to create books for storytelling, illustration, & more. The books can be published & shared with others on-line
Students create a digital portfolio of their work, share it, collaborate, & receive feedback
REDEFINITION APPS FOR
Students create & edit original multimedia digital stories, share, & discuss with others on-line
Google Hangouts & Skype
Allows students to see & communicate with art students across the globe to share their work & create a collaborative artwork
Students animate, record their own voices, learn storytelling concepts, & mashup in iMovie, share with others
"The SAMR Model in Relation to an Art Classroom"
by Tarin Crouch
April 24th, 2014