The SAMR model is a framework created by Dr. Ruben Puentedura to help educators think about how technology is used in teaching and learning. It has four levels, moving from simple tech substitution to deep transformation of learning. In science education, it’s especially useful for evaluating whether apps and software are just “digital worksheets” or actually changing how students do science.
Technology replaces a traditional tool, with no functional change.
At this level, tech is basically a swap. The task stays the same.
Google Docs / Microsoft Word instead of handwritten lab reports
PDF worksheets instead of printed science worksheets
Kahoot used as a digital replacement for paper quizzes
🔬 Example:
Students type a biology lab report in Google Docs instead of writing it by hand. Same content, same thinking, just digital.
Technology replaces a traditional tool, but with functional improvements.
The task is still the same, but tech adds helpful features.
Google Docs with spell check, comments, and revision history for lab reports
PhET Interactive Simulations used to reinforce concepts after a lecture
Quizizz providing instant feedback on physics or chemistry questions
🔬 Example:
Students complete a chemistry lab report in Google Docs and receive real-time teacher comments and peer feedback—something hard to do on paper.
Technology allows significant redesign of the learning task.
Now we’re changing how students learn and work.
PhET Simulations where students manipulate variables and design experiments
Desmos (science-adjacent modeling) to explore real-time data relationships
Labster virtual labs that replace or extend physical labs
Flip (formerly Flipgrid) for students to explain scientific reasoning via video
🔬 Example:
Instead of following a fixed lab procedure, students use PhET to design their own experiments on gas laws, collect data, and collaborate in shared documents to analyze results.
Technology enables learning tasks that were previously impossible.
This is where science learning becomes authentic, collaborative, and often global.
iNaturalist for real-world biodiversity data collection shared with scientists
NASA GLOBE Observer for collecting environmental data used in actual research
Citizen science platforms (Zooniverse) where students analyze real scientific data
AR/VR apps like Merge Cube or Google Expeditions (legacy) to explore molecular structures or ecosystems
🔬 Example:
Students use iNaturalist to document local species, upload observations to a global database, analyze trends, and discuss how climate change affects biodiversity—contributing to real scientific research.