
How to design truly interactive learning
If you’ve spent more than five minutes working in L&D, you’ve probably heard requests like: “Can we make it more interactive?” Sounds great in theory. Until you realize that people usually mean
Add some click-to-view functionality. Add some hotspots. If you’re feeling ambitious, you can also use drag and drop. Take a quiz at the end and call it a day.
This is how interactive learning became a reality. However…that’s not the case. Because, let’s be honest (and let’s be honest), a lot of what is labeled “interactive” in e-learning is actually just reactive. click. reveal. Next. It’s not an interaction. That is polite participation.
So let’s talk about what “real” interactivity actually looks like, and how to design it, whether you’re building a digital course, running a workshop, or handing someone a deck of laminated cards and saying “good luck.”
Reason for diluting the word “interactive”
The word “interactive” sounds impressive, but it has become one of those industry buzzwords that has completely lost its meaning. Like “engagement.” Or “innovative.” or “robust”. (What does that even mean anymore?) Somewhere along the way, we began to equate every learner action with a meaningful interaction. However, there are differences in the following points:
click on something
and
think something through
And that difference is everything.
Reactive vs. true interactivity in eLearning
Let’s draw a line in the sand.
Reactive interactions (what we usually build)
Click to display hotspot tab Linear Navigation Post-Module Quiz
These require movement. No need to think.
True interactivity (something that actually facilitates learning)
Decision-making Trade-offs Consequences Scenario-based thinking Problem-solving Reflection Adaptation
These require awareness. Learners are required not only to recognize knowledge but also to use it.
The Gold Standard: Decisions and Consequences
If you don’t understand anything else from this article, please understand this:
Interactivity = Decisions + Results
that’s it. If the learner makes a choice but nothing meaningful happens as a result, it’s not really interactive. It’s decorative. Actual interactivity brings:
Risk (“What happens if I make the wrong choice?”) Context (“Why is this important here?”) Feedback (“What should I do?”)
This is why scenario-based learning is so powerful and why it is the cornerstone of modern learning experience design. Because it reflects real life. And in real life, there is no “next” button.
So…what if we did this more often?
The short answer? It’s more difficult. Longer answer?
1. Tools aren’t built for it (yet)
Most authoring tools are optimized for speed and scale rather than depth. These allow you to easily build:
straight course. Simple interaction. A standard quiz.
But are there real divergences, adaptive pathways, and nuanced scenarios? That’s where it gets tricky.
2. We need more design thinking
You can’t just convert content to slides. You should ask:
What decisions do learners actually face? What mistakes do they make? What are the implications in the real world?
This is the idea that distinguishes content development from truly custom eLearning design, which aims to change behavior rather than just present information.
3. Difficult to determine scope and price
“Add interaction” is easy to estimate. “Designing realistic decision-making experiences with multiple outcomes” is another story. This can often be a tough sell to budget-minded business owners who don’t always understand that it doubles the time and money they have to spend on it.
Interactivity is not just for e-learning (Plot Twist)
Here’s where things get interesting. We tend to treat “interactivity” as something that exists within digital courses. However, some of the most interactive learning experiences occur completely offline.
Face-to-face workshop
The actual interactivity looks like this:
Role-playing difficult conversations. Group problem solving. Real-time decision making under pressure. Facilitated discussion.
No clicks required. In fact, many organizations see stronger behavioral changes when these experiences are part of a broader blended learning strategy that combines digital and human-driven elements.
Low-tech/unplugged learning
Card-based simulation Board game Scenario discussion Physical activity
Probably more interactive than most eLearning modules. can’t believe it? Check out my previous article on this subject (sorry, I’m nothing if not a shameless self-promoter).
workplace learning
Shadowing coaching Real-time feedback Stretching tasks
This is interactivity at its finest. Because the stakes are real.
Principles of truly interactive learning
Once you strip away the tools, platforms, and formats, interactivity actually comes down to a few core principles.
1. Choices need to matter
If all paths lead to the same result, the learner knows it. And they will definitely not care.
2. Results must feel realistic.
It’s not just “Incorrect. Please try again.” But, “That decision would probably lead to outcome X in a real-world scenario.” Make it meaningful.
3. Context is everything
Abstract knowledge doesn’t stick. Situated knowledge does.
4. Feedback should teach, not just judge.
We don’t need any more “right/wrong” answers. Here’s what you need:
Why it worked. Why wasn’t it possible and what should I do next time?
5. Cognitive effort > physical behavior
Clicking is also easy. Thinking is work. Design for thinking.
Quick test: Is this actually interactive?
The next time you review a course, ask yourself the following questions:
Are learners making decisions? Do those decisions have different outcomes? Are they applying their knowledge in context? Is there meaningful feedback?
If the answer is no, chances are you have a beautifully designed course. But there’s nothing interactive.
But let’s get real for a second…
Not every course needs to be a full-fledged branching simulation. sometimes:
There are time constraints. Budgets are limited. There are 37 people involved, but there is no collaboration.
We’ve all been there. The goal is not perfection. That’s the intention. Even small changes can make a difference.
Replace quiz questions with scenarios. Add results to selection. Turn your content into decision points. Incorporate reflection.
You don’t have to review everything. Stop settling for decorative interactivity.
The future of interactivity (yes, AI is involved)
We’re starting to see that platforms, especially those powered by AI, are making true interactivity more accessible. think:
dynamic scenario. Adaptive feedback. Real-time role-play simulation.
It’s very exciting. But here’s the important part.
Technology makes it easy to build interactivity, but not good design.
Whether you’re building a cutting-edge platform or designing a low-tech experience based on the same principles used in effective corporate training programs, you still need a strong teaching strategy to do so.
Final thoughts: Let’s raise the bar.
“Interactive” does not mean “clicked on something.” It should mean, “They thought. They decided. They learned something that they can actually use.” As L&D professionals, we have the opportunity (and perhaps a small responsibility) to raise the bar. To proceed further:
Click → View → Next
And towards the following direction:
think → decide → adapt
Because that’s what real learning looks like. to be honest? Our learners deserve more than just a click.
