Showcase: Interactives

Interactives in digital education
What is an ‘interactive’?
Shorthand for ‘Interactive web content’, an interactive is a digital resource specifically designed to promote active learner engagement. This type of content is dynamic and requires learner input, and it can respond to the learner’s actions. It can be as simple as an onscreen button that you click to reveal more information, or as involved as a game that is playable within a webpage.
Why use them?
Underpinned by the QMUL ‘ACE’ framework (ACE) interactives provide us as educators additional student-paced learning activities to help deliver Excellence in Education, Excellence in Student Engagement, Excellence in Learning Environment, and Excellence in Student Employability.
Extensive web usability research demonstrates that learners engage with online content differently from how they consume it through hard copy. Online, attention spans are significantly shorter, increasing the risk of learner disengagement part way through the journey – known as ‘drop-off rate’. The correct response to this is not simply to ‘chuck’ large amounts of information into bite-size sections, but to keep the learners active in the process by engaging them with interactive content. If they feel like an active participant in the learning, rather than a passive observer of the information, there will be measurable improvements in engagement and completion rates.
Our Senior Learning Designers apply evidence-based pedagogical frameworks when developing interactive content. Notably, we utilize Prof. Diana Laurillard’s Conversational Framework and her concept of “learning types”. The six learning types are: Acquisition (i.e.to read/watch/listen), Investigation, Practice, Discussion, Collaboration and Production. When considering potential interactive content for your materials, reflecting on how it aligns with these learning types can provide clarity. For instance, the learning type "Practice" specifically involves learners completing tasks, receiving immediate feedback, and refining their approach, exemplified by quizzes, exercises, and problem-solving activities. Laurillard defines Practice in the following way:
Learners respond to a particular task goal, use feedback to adapt their output or action and possibly attempt the task again. This is an opportunity to apply learning. E.g., tests and quizzes, practice exercises and problems.
The DES uses both ‘standard’ templated interactive assets provided by third-party providers as well as bespoke interactives created in-house.
Bespoke Interactive Development
Optimal learning occurs through active participation in authentic learning scenarios that align closely with assessment objectives. Bespoke or 'custom' interactives offer significant advantages over pre-built templates, allowing educators complete flexibility in aligning interactions and user experiences with specific educational goals from the outset, rather than retrofitting existing frameworks.
Case Study: Is That Ethical?!
Co-created to utilise game-based learning, this custom interactive tests for knowledge of ethical issues, within a fictional setting, based on a real world application of the scenario. Learn more about gamification and game-based learning.
Another great way to personalise the experience for the learner is to leverage the benefits of AI to create personal assistant that will respond to an individual learning pathway. Learn about the work the DES has done with AI powered personal learning assistants.
Browse our interactive asset library below to explore additional examples and the pedagogical benefits of each.