Schools and districts worldwide are purchasing digital devices like hotcakes. The number of schools that are "one-to-one", which means every student is issued a digital device, has doubled in the past year. Parents are also purchasing digital devices for their kids, so students are saturated with technology. While this is not a bad thing, we just need to ensure that the technology is being used for a variety of purposes. Our students need to understand that there is more to technology than playing games and checking social media. Schools play a big role in defining and facilitating the use of technology for multiple purposes. Dr. Ruben Puentedura, creator of the SAMR model, provides a practical rubric for the enhancement and transformation of digital technology usage. I have included examples for each of the four categories within the SAMR model.
Since possession of a smart phone or digital device does not guarantee smarter students, let's be proactive about teaching the countless ways technology can accelerate learning and inspire innovation. Here is a list of ideas for doing just that:
- teach students to code with code.org, Scratch, Kodable, Hopscotch (iPad), and Tynker
- teach movie making with WeVideo, iMovie (Mac), Animoto, Pinnacle Studio, and Motion (Mac)
- teach presentation tools with Prezi, Haiku Deck, 30Hands, BiteSlide, and Thinglink
- teach student responses with Answerpad, Kahoot, Socrative, Nearpod, and InfuseLearning
- teach students to create ebooks with Book Writer (Mac), Booktrack, StoryKit (app), and Storybird
- teach creative tools with Glogster, Piktochart, TitanPad, Smore (newsletter making), and Awwapp
Share your comments about this blog or share additional resources in the comments section. Thanks!