Interactivity can be represented through different levels of complexity:
Interactive modules
| Site: | Loomen za stručna usavršavanja |
| Course: | Developing Digital Teaching Content |
| Book: | Interactive modules |
| Printed by: | Gost (anonimni korisnik) |
| Date: | Tuesday, 28 July 2026, 8:16 AM |
1. Interactive Modules in Digital Education
Interactive modules are an important component of digital learning materials because they transform passive learning into an active process. Their primary purpose is to engage students through participation, exploration, problem-solving, or collaboration. Such engagement leads to increased motivation, deeper understanding of the content, and higher student satisfaction (Laurillard, 2012; Mayer, 2014).
2. Levels of Interactivity
3. Pedagogical Advantages of Interactive Modules
4. Types of Tools for Creating Interactive Modules
As a reminder of previously discussed topics, here are examples of tools that enable the creation of interactive learning materials. These tools support different forms of interactivity aligned with pedagogical goals and various levels of learner engagement:
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H5P – enables the creation of quizzes, interactive presentations, videos with embedded questions, and many other activities.
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Genially – used for developing interactive infographics, virtual tours, or animated presentations.
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ThingLink – allows the creation of interactive images or virtual spaces with hotspots revealing additional information.
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BookWidgets – offers the creation of interactive tasks such as crosswords, tests, or digital worksheets.
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Powtoon – a tool for making animated videos, often used to explain more complex concepts.
When selecting a tool, it is important to consider:
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whether the tool supports the desired learning outcomes;
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type of content and level of interactivity required — a simple transfer of information, or it involves active learner participation through quizzes, simulations, or collaborative activities;
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accessibility of the content, ensuring that all learners, including those with diverse needs, can participate equally;
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digital skills and experience of learners, so that the use of the tool is clear, intuitive, and aligned with their abilities.
5. Basic Accessibility Guidelines
6. Literature
Ahmed, A. M. (2025). Assessing the Effectiveness of E-Learning in Higher Education: A Meta-Analysis. Open European Journal of Social Science and Education, 1(1), 24–33.
Alajab Mohammed Alajab Ismail. (2024). Exploring the Levels of eLearning Interactivity: A Review of Research Literature. Journal of Ecohumanism, 3(7), 2997–3024.
Clark, R. C., & Mayer, R. E. (2016). E-Learning and the Science of Instruction (4th ed.). Wiley.
Dillenbourg, Pierre. (2000). Collaborative Learning: Cognitive and Computational Approaches. Computers & Education. 1. 10.1016/S0360-1315(00)00011-7.
Laurillard, D. (2012). Teaching as a Design Science: Building Pedagogical Patterns for Learning and Technology. Routledge.
Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning. Cambridge University Press.
W3C. (2024). Web Content Accessibility Guidelines (WCAG) 2.2.
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