Any type of schoolwork or academic plan that employs computer technology to emphasize or teach specific material is referred to as interactive learning. Online classes and virtual classrooms are extreme examples of interactive learning, but almost any time a computer enters the academic space — as an educational game or a structured research tool, for example — the resulting lessons can be described as interactive.
In some circles, hands-on learning is referred to as interactive learning. While this application is still functional, it is typically regarded as outdated. When modern academics talk about classroom interactivity, they almost always refer to technology, and they almost always mean the Internet.
Integration of technology
Educators at all levels have been looking for ways to incorporate technology into the classroom since computers became a commonplace part of most industrialized societies. Interactive learning is based on the use of computers, but it is usually much more than a basic computer education — learning to type, operate basic software, and locate resources online are all valuable skills, but they are not usually included in interactive learning. The majority of the time, interactivity refers to the use of computers in regular lessons.
Computer games are one of the most basic examples. Students who play downloaded or online games that emphasize specific concepts — such as math formulas, historical dates, or grammar rules — are supplementing their classroom learning with something more abstract. Many educators believe that by varying the ways in which information is delivered, students can learn more effectively and thoroughly.
Getting in Touch With Students Where They Are
One of the most compelling arguments for interactive learning is that most today’s students are already so Internet savvy that introducing computer-based learning is often extremely effective at capturing and maintaining their attention. More young people than ever before own smartphones and have active social media accounts, and the majority of their free time is spent “connected” in some way. Many educators believe that incorporating already-familiar technology into classrooms can help students become more engaged.
Interactivity in the absence of technology
Interactive learning is not a new concept for the so-called “technology generation,” and it has only recently become associated with computers. Any learning that went beyond simple lecture and regurgitation was considered interactive decades ago. Group work, as well as the use of learning aids such as counting beads or pattern blocks in younger grades, or science lab experiments in older grades, are excellent examples. Today, these types of experiences are commonly referred to as “hands-on learning.”
Interactive vs. Passive Learning: What’s the Difference?
Passive learning, which is based on observation, is generally seen as the polar opposite of interactive learning. To master concepts, students usually need a combination of passive and active learning. If everything is interactive, students may become overstimulated or lose sight of the main objectives. However, if teaching is entirely passive, students’ interest and focus may suffer.
Teachers typically try to strike a balance between passive learning techniques such as lecturing and independent reading and more active assignments that incorporate technology and require students to apply lessons in new and often unexpected settings. When the two systems are pitted against each other, they tend to work best.