Resource 3: Interactive Tools – Engagement and Formative Assessment
Interactive Tools – Engagement and Formative Assessment
1. Introduction
Progressive teaching is all about placing the learner at the center of the learning process. Instead of focusing on memorizing facts, it emphasizes learning by doing, collaboration, and reflection. This idea dates back to educational philosophers such as John Dewey (1938), who believed that learners build knowledge through experience, and Barr and Tagg (1995), who called for a shift from a “teaching paradigm” to a “learning paradigm.”
In today’s digital world, Interactive ICT tools are powerful enablers of these principles. They allow students to actively engage, collaborate, and receive immediate feedback—which are key features of progressive pedagogy.
Interactive tools enhance learning by:
- Encouraging active participation and reducing passivity in classrooms.
- Providing instant formative feedback to both learners and teachers.
- Fostering collaboration, critical thinking, and creativity.
Popular examples include Kahoot, Padlet, Mentimeter, and Quizlet—each designed to make learning more dynamic and student-centered.
2. Overview of Key Interactive Tools
2.1 Kahoot
Type: Game-based learning platform
Purpose: Create fun quizzes, polls, and surveys that students answer live
using their devices.
How it works:
Teachers create multiple-choice quizzes called Kahoots. Students join the game using a code, and each correct answer earns points. Live results appear on screen, turning learning into a playful, competitive event.
Pedagogical Impact:
- Boosts student motivation and attention through gamification.
- Provides instant feedback, helping students see their strengths and weaknesses.
- Promotes inclusivity, as even shy learners participate without pressure.
Example: In a chemistry lesson, a teacher uses Kahoot to review chemical symbols. As students compete, misconceptions are revealed instantly and corrected through discussion.
Research Insight:
Studies show that game-based tools like Kahoot improve engagement and retention (Plump & LaRosa, 2017; Wang & Tahir, 2020).
2.2 Padlet
Type: Digital collaborative board
Purpose: A virtual wall for brainstorming, idea sharing, and co-creation of content.
How it works:
Teachers create a Padlet board, and students can post notes, images, videos, and links. All contributions appear in real time, fostering an open and visual exchange of ideas.
Pedagogical Impact:
- Encourages collaborative learning and co-construction of knowledge.
- Supports creative expression using multimedia content.
- Builds digital literacy and teamwork skills.
Example: In a literature class, students post character analyses on a shared Padlet wall, comment on peers’ insights, and build a collective interpretation of the text.
Research Insight:
Padlet promotes constructivist learning by enabling students to learn from and
with each other (Fuchs, 2014; Hossain & Ahmed, 2021).
2.3 Mentimeter
Type: Interactive presentation and polling tool
Purpose: Engage learners through polls, quizzes, word clouds, and live Q&A.
How it works:
During a lecture or discussion, the teacher poses a question, and students respond anonymously via their devices. Results appear instantly as graphs or word clouds.
Pedagogical Impact:
- Enhances student voice by allowing everyone to contribute—even quietly.
- Offers real-time formative assessment to gauge understanding.
- Encourages reflection as learners see diverse perspectives visualized.
Example: In a geography lesson, students use Mentimeter to share thoughts on sustainable tourism. The teacher visualizes responses as a word cloud, highlighting key themes for deeper discussion.
Research Insight:
Mentimeter fosters engagement and inclusivity by giving all learners a platform for expression (Cutri et al., 2021).
2.4 Quizlet
Type: Flashcard and gamified study tool
Purpose: Help students memorize, review, and apply concepts at their own pace.
How it works:
Teachers or students create digital flashcards containing terms, definitions, and images. Quizlet automatically generates quizzes and games (like Match or Gravity) to reinforce learning.
Pedagogical Impact:
- Encourages self-directed learning and regular review.
- Improves knowledge retention through repetition and active recall.
- Allows teachers to track progress and identify gaps.
Example: In a foreign language class, students use Quizlet to practice vocabulary daily. Progress tracking helps teachers personalize support for each learner.
Research Insight:
Vesselinov & Grego (2012) found that digital flashcard systems like Quizlet significantly enhance vocabulary acquisition and learner motivation.
3. Advantages of Interactive Tools in Progressive Teaching
|
Benefit |
Explanation |
|
Active Participation |
Students move from passive listening to active engagement through real-time activities. |
|
Instant Feedback |
Teachers and learners immediately see performance data and adjust accordingly. |
|
Collaboration and Communication |
Group boards, polls, and discussions foster teamwork and social learning. |
|
Motivation and Engagement |
Game-like elements make learning fun and emotionally rewarding. |
|
Differentiated Learning |
Learners can participate at their own pace and style. |
|
Formative Assessment |
Teachers monitor understanding continuously rather than relying only on final exams. |
4. Pedagogical Implications
Integrating interactive tools transforms teaching
and learning in line with progressive pedagogy.
To use these tools effectively, teachers should:
- Align tools with learning goals: Choose the right tool for each lesson objective.
- Encourage reflection: Use polls and feedback to spark deeper thinking.
- Foster collaboration: Use tools like Padlet for group projects and peer review.
- Ensure inclusivity: Combine digital activities with offline support to reach all learners.
- Provide guidance: Help students use tools responsibly and meaningfully.
Interactive tools thus act as bridges between technology and pedagogy, creating learning environments that are active, student-centered, and data-informed.
5. Summary Table: Interactive Tools for Progressive Teaching
|
Tool |
Type |
Primary Use |
Pedagogical Benefit |
|
Kahoot |
Game-based quiz platform |
Real-time quizzes and feedback |
Active participation, motivation, instant feedback |
|
Padlet |
Digital collaborative board |
Brainstorming and idea sharing |
Creativity, peer collaboration, co-construction of knowledge |
|
Mentimeter |
Polling and presentation tool |
Live polling, quizzes, and word clouds |
Engagement, inclusivity, formative assessment |
|
Quizlet |
Flashcards and study games |
Independent study and review |
Self-paced learning, memory reinforcement, retrieval practice |
6. Conclusion
Interactive ICT tools like Kahoot, Padlet, Mentimeter, and Quizlet make progressive teaching come alive. They empower learners to take an active role, encourage collaboration and reflection, and enable teachers to provide continuous feedback.
When used thoughtfully, these tools:
- Create inclusive and participatory learning environments.
- Support ongoing assessment and feedback for better learning outcomes.
- Build critical thinking, autonomy, and digital competence.
- Prepare students for lifelong learning in a technology-driven world.
Ultimately, interactive tools do not replace good teaching—they enhance it, making learning more human, meaningful, and connected.
References
- Barr, R., & Tagg, J. (1995). From teaching to learning: A new paradigm for undergraduate education. Change, 27(6), 12–25.
- Cutri, R. M., Mena, J., & Whiting, E. F. (2021). Faculty readiness for online crisis teaching: Transitioning to online teaching during the COVID-19 pandemic. European Journal of Teacher Education, 44(2), 172–190.
- Dewey, J. (1938). Experience and Education. Macmillan.
- Fuchs, C. (2014). Social Media: A Critical Introduction. Sage.
- Hossain, M., & Ahmed, S. (2021). The use of Padlet in promoting collaborative learning in higher education. Education and Information Technologies, 26(5), 5673–5693.
- Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning. Management Teaching Review, 2(2), 151–158.
- Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223–231.
- Vesselinov, R., & Grego, J. (2012). Duolingo effectiveness study: Using Quizlet and online tools for vocabulary learning. Educational Technology Research and Development, 60(6), 1103–1119.
- Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818.