Ed Tech Models & Frameworks: SAMR
The SAMR model
The SAMR model is a framework developed by Dr. Ruben Puentedura to guide educators and instructional designers in integrating technology into teaching and learning (Puentedura 2006). This model provides a structured approach to evaluate how educational technology can be used, to progress from enhancement to transformation of learning experiences. Each level of the SAMR model builds on the previous one, encouraging educators and instructional designers to move beyond using technology as a substitute for traditional tools and to create new learning opportunities for engagement and achievement.
In this post, we will look at the four levels of the SAMR model. And the, we will explore how SAMR model could be used in the organizational learning and development space.
Levels of the SAMR model
There are four levels within the SAMR model. The four levels are substitution, augmentation, modification, and redefinition.
Substitution
At the substitution level, technology acts as a substitute for traditional learning with no significant change to the task. For example, a teacher might replace a paper worksheet with a digital PDF file. This is oftentimes observed in higher education where many instructors use the Learning Management Systems (LMS) as a repository of classroom content. While this step introduces technology, it does not fundamentally alter the learning process or outcomes. Substitution can serve as a stepping stone for educators who wants to explore integrating technology into their classrooms.
Augmentation
At the augmentation level, educators and instructional designers continue to substitute traditional tools with technology but adds functional improvements. For instance, instructors can use online quiz platform that provides instant feedback to students to enhance the traditional testing experience by giving learners immediate insights into their performance. Formative assessments can be incorporate into the course as checkpoint for knowledge. Finally, instructional designers can incorporate interactive learning (e.g. HTML 5 packages) to enhance the overall learning experience. Augmentation represents a move toward more efficient and engaging technology without dramatically altering the learning task.
Modification
The modification level of the SAMR model enables significant task redesign. For example, students might collaborate on a multimedia presentation using cloud-based tools like Google Slides or Canva, allowing for real-time collaboration and integration of various media. Students in design programs can also collaborate using planforms like Figma or Adobe Creative Cloud. These tools not only allow for collaboration and idea sharing, they also allow for peer feedback. At this stage, technology begins to transform the way tasks are approached, promoting higher-order thinking skills such as analysis and creation.
Redefinition
At the highest level of the SAMR model, technology allows educators and students to create entirely new tasks or projects that were previously inconceivable. For example, students might engage in a global project where they use video conferencing, collaborative platforms, and real-time data analysis to solve a real-world problem with peers from different countries. Redefinition fosters innovative, meaningful, and authentic learning experiences that go beyond traditional classroom boundaries.
Applying the SAMR model in organizational learning
To apply the SAMR model effectively, educators and instructional designers should consider their learning objectives and outcomes, the needs of their learners, and the potential of the available technology. While not every activity needs to reach the redefinition level, the goal is to thoughtfully integrate technology to maximize its educational value. Whether starting at substitution or reaching redefinition, the SAMR model provides a clear pathway for making meaningful changes in learning.
The SAMR Model is a valuable tool for improving employee training and professional development in organizational learning. To apply it effectively, consider how each of the model’s four levels can be used within your organization’s learning and development initiatives. Click on each level to explore practical ideas and examples for implementation.
-
Example: Digital Replacements for Training Materials
Scenario: A company transitions from printed training manuals to digital PDFs or workbooks for onboarding new employees.
Use of Technology: Employees download the PDFs to their devices or access an online digital workbook, allowing for easier access and distribution.
Impact: This substitution provides a direct digital replacement for physical materials, making distribution more efficient but not fundamentally altering the learning process. This also increases the accessibility of the content with the benefit of decreasing the cost and environmental footprint associated with printing.
-
Example: Interactive E-Learning Modules
Scenario: The organization develops e-learning modules with embedded interactive quizzes and instant feedback for compliance training.
Use of Technology: Employees complete training modules on an LMS (Learning Management System) with features such as progress tracking, self-assessment, and automated feedback.
Impact: The training becomes more engaging and effective than traditional PowerPoint presentations in workshop settings, providing employees with personalized feedback to enhance understanding in these on-demand learning experiences.
-
Example: Collaborative Problem-Solving Workshops
Scenario: A leadership development program uses collaborative tools, such as Miro, Padlet or Microsoft Teams, to facilitate problem-solving workshops for geographically dispersed teams.
Use of Technology: Teams work together in real-time using virtual whiteboards and shared documents to analyze case studies and co-develop strategies.
Impact: Technology allows for a significant redesign of the training, enabling interactive, team-based learning that fosters collaboration and communication skills across locations.
-
Example: Virtual Reality (VR) for Experiential Learning
Scenario: An organization introduces VR simulations to train employees in customer service scenarios or crisis management.
Use of Technology: Employees use VR headsets to immerse themselves in lifelike simulations, practicing responses to difficult client interactions or high-stress emergency situations.
Impact: This approach redefines the learning experience, creating opportunities for immersive, hands-on practice that would be difficult in a traditional training setting. This approach also drives a safe environment for the employee to practice skills while enhancing employee confidence and skill retention. In these examples, we looked at how the SAMR model can help organizations progressively integrate technology to improve training effectiveness and foster innovation. While substitution and augmentation enhance efficiency, modification and redefinition transform learning into a more interactive, collaborative, and impactful experience.
The SAMR model helps educators and instructional designers to critically assess and enhance their use of technology. It encourages them to reflect on whether their technology choices are merely enhancing traditional teaching methods or transforming learning into more engaging, interactive, and learner-centered experiences. By aiming for the higher levels of modification and redefinition, educators and instructional designers can foster skills such as collaboration, creativity, critical thinking, and global citizenship.
References:
Candace R. (2013, May 30). SAMR in 120 seconds [Video]. YouTube. https://www.youtube.com/watch?v=us0w823KY0g
Hamilton, E. R., Rosenberg, J. M., & Akcaoglu, M. (2016). The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use. TechTrends, 60(5), 433–441. https://doi.org/10.1007/s11528-016-0091-y
Puentedura, R. (2006). Transformation, technology, and education [Blog post]. Retrieved from http://hippasus.com/resources/tte/