Learner-Centric Model: Redefining Education Technology and Interactive Content Creation
Advancement in technology has not only enhanced and simplified our communication, but has made engagement and interaction with learners more productive and fun. A shift to technology-based education has been deemed beneficial by researchers and educators in imparting knowledge and ensuring better comprehension of the lessons. Technological evolution calls for innovative and redefined content that educators can make use of in their classrooms. SAMR, the Substitution Augmentation Modification Redefinition model, is a framework designed to evaluate and assess the technology educators deploy in their classrooms.
SAMR Model Explained:
- Substitution —When old technology is substituted by new technology to perform the same task, it is known as the substitution level. At this level, the tools change but the performed task remains the same. Google Docs could be understood as an example of ‘substitution’ for Microsoft Word. The task – writing, in this case – remains the same while the tools differ.
- Augmentation –The subtle transformation at this level comprises of certain added functionalities of the new technological tool to still perform the same task.
- Modification –Representing a more effective and efficient use of technology, this level redesigns the tasks, creating modified tasks from the old one. This not only transforms students learning, but increases interactivity among them.
- Redefinition –As the most advanced stage, technology here enables the educators to design new tasks and the students to excel at interacting with their peers. This exponentially expands the scope of learning.
- Need Analysis and User Research: To uncover the unmet user needs, an analysis of the requirements of the user/learner shall be undertaken. Such user research to evaluate the absent, yet essential, factors would help develop better content.
- Learning and Experience Design: The LXD creates and enhances experiences, helping learners to fulfil their desired learning outcomes in a goal-directed, user-centric manner. The focus is entirely on the learner and their learning, providing designers an idea about a truly enriching learning experience.
- Content and Storyboarding: To create more engaging content, the designers/content creators formulate a list of contents that are to be a part of their new technology. This constitutes the initial stage of a visual narrative.
- Media Asset Development: To make the content more interactive, developers delve into the addition of textual or graphic media, or videos. This enhances the effectiveness and usability of the learner-centric, user-based educational technology.
- Production: User-driven content production, undoubtedly, takes into consideration the learners in an education system. Such a focus is crucial to creating goal-oriented content.
- Content Testing: The final step towards building a user-based EdTech model is to test the created content to check its suitability for the intended audience. The comprehension and usability of the content can be judged here.