Introduction To Interactive Text
Introduction To Interactive Text
Semester # 02
Assignment No: 01
Topic: Interactive Text and Media
Submitted by: Rabia Yousaf
Roll No : 36
Course Instructor: Dr. Asif
Braunlich is part of a growing body of lecturers who have embraced active learning techniques
and technology in the classroom. A 2014 study found that students in classes with traditional
stand-and-deliver lectures are 1.5 times more likely to fail than students in classes that use active
learning methods. Rather than swim against the rising tide of technology, the best lecturers have
adopted a ‘go with the flow’ approach. If students are comfortable using digital devices, why not
turn them into teaching tools?
Another way to foster active learning is through the creation and use of interactive materials.
Traditional textbooks are difficult to update and don’t offer the best value for money to
professors or students. But change is on the horizon.
Assistant Professor Christopher Bone of the University of Oregon designed an interactive
textbook using Top Hat Textbook with his colleague, Amy Lobben, in response to an
observation that students were not able to solve real world dilemmas. Bone noted that although
technology was so prevalent in their everyday lives, young people were not great at using it to
solve problems.
The resulting text, Our Digital Earth, an interactive text about the role that geospatial data and
technologies play in our everyday lives, was a hit. Students loved the videos, embedded quizzes,
the real-life earthquake simulation game and the accessible tone in which it was written. They
also loved the price point. At $41, the book is far more affordable than a new print textbook.
With more and more students electing to forgo the purchase of textbooks in order to save money,
interactive content is an engaging, cost-effective way to help them optimize their learning.
Bone says that many lecturers continue to teach in a conventional way—by asking students to
memorize facts from a set of print materials and then testing them during a traditional exam. But
he’s decided to take a different approach: “If we give students a real problem and the means to
collect real data, then we’ve set them up for success beyond the classroom walls.”
The various ways in which individuals process and share information are referred to as
interactive media.
Non-interactive media does not engage or interact with the user in the same manner as
interactive media does.
The most common examples of non-interactive media are television and radio.
Social media, virtual reality, and apps are examples of interactive media.
To encourage active learning, most classrooms have replaced the typical overhead
projector with interactive SMART boards, iPads, video equipment, and fully equipped
computer labs. Interactive multimedia tools encourage youngsters to participate in active
learning and are especially important in areas where they struggle, encouraging them to
try their hand at solving problems.
When students grasp the lesson, they can teach other members of the class. Adults can
use multimedia tools to experience difficulties and positive outcomes in an engaging
online environment. This online training ensures that employees are prepared to deal with
real-world work-space concerns when they arise.
Interactive learning for teachers
Children learn in a variety of ways, according to research: some are visual learners,
others are auditory learners, and still others learn by taking notes. Because of the wide
diversity of learners, teachers frequently struggle to prepare a lesson that will engage a
class of 30 children, all of whom have distinct learning requirements.
Educational apps, computer games, SMART boards, and interactive software
programmes all engage all of the senses and are suited for all types of learners, therefore
multimedia overcomes this problem.
Teachers may now design interesting classes that reflect their students' diverse
backgrounds. From filmmaking lessons to math seminars where students can draw their
own 3D forms using specialised software, interactive media places students at the centre
of their own learning.
Interactive learning for students
Interactive multimedia in the classroom refers to lessons in which students take an active
role in their education. Student-centered learning, according to educational psychologists,
is frequently more effective in facilitating active student-led learning.
Bite-size learning is also achievable with interactive multimedia. Learners are more
inclined to choose micro-learning-based classes over longer lessons, according to
ELearning Industry. Students can now study the ideas that interest them the most and
learn from one another because their attention has been captured.