Designers' intents for interactive features cluster into two themes: attention-getting and engagement techniques¶
Claim · All claims
Evidence · 1 study (2 entries) · qualitativer3·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Eleven participants used interactive elements such as quizzes and pop-up windows as an attention-getting technique to build prerequisite knowledge before complex authentic tasks. → Victoria Abramenka-Lachheb 2025
q2 i? Ten participants discussed engagement as the purpose of making content dynamic and interactive, via navigation choice, visuals, and tools such as virtual reality. → Victoria Abramenka-Lachheb 2025 (2)
Evidence¶
Victoria Abramenka-Lachheb 2025¶
Victoria Abramenka-Lachheb, Gamze Ozogul. (2025). Interaction analysis of learning objects in online courses: What are their interactive characteristics and design intent behind them? Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10556-0
q2 · i? · qualitative · r3
Thematic analysis of interview data (RQ3): interactions served to let learners "build prerequisite knowledge prior to engaging in such authentic learning tasks," with one participant noting interactive areas made learners feel more encouraged to continue reading and researching.
"Eleven participants used interactive elements (e.g., quizzes, pop-up windows) to highlight key content and key concepts required for learners to know prior to engaging in more complex tasks."
Victoria Abramenka-Lachheb 2025 (2)¶
Victoria Abramenka-Lachheb, Gamze Ozogul. (2025). Interaction analysis of learning objects in online courses: What are their interactive characteristics and design intent behind them? Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10556-0
q2 · i? · qualitative · r3
Second RQ3 theme from the same interview corpus: participants fostered engagement through (1) choice to navigate content, (2) use of visuals, and (3) tools enhancing learning such as virtual reality; branching scenarios required decisions with consequences.
"Ten participants specifically discussed engagement as the purpose of making learning content and activities dynamic and interactive."
Discussion¶
Related Claims¶
- Teachers controlled instructional content in large virtual classes by creating interactive environments through questioning, student presentations and out-of-class discussions, and by using learner-centred methods such as breakout rooms, flipped classroom and case study techniques — related
- Users rate chatbots easy to use with clear, relevant, largely accurate responses, but the intrusive pop-up design is the largest annoyance — related
- The genAI tool's integration into each student team was an intentional pedagogical technique targeting factors contributing to groupthink in rapidly formed teams — related
- Instructional designers embed four types of interaction in online courses: simulations, visuals, navigation elements, and game-like elements — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
design-intent-attention-and-engagement |
title |
Designers' intents for interactive features cluster into two themes: attention-getting and engagement techniques |
description |
Designers' intents for interactive features cluster into two themes: attention-getting and engagement techniques |
status |
review |
evidence_strength |
weak |
newest_evidence |
2025 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — victoria-abramenka-lachheb-2025, victoria-abramenka-lachheb-2025-2 |
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