Generating Interactive Learning Objects from Configurable Samples

Pedagogically well-designed interactive learning objects (LOs) can help students to better understand complex concepts and processes. Such LOs can stimulate higher-level cognitive skills by involving students in interactive learning activities. The design and implementation of interactive LOs is, however, time-consuming and requires special skills. LOs are also often localized and tightly connected with particular educational scenarios, which strongly limits their reuse in different contexts. In this article, we present a methodology of developing and reusing interactive learning objects relying on a heuristic principle. It suggests keeping content and educational context separate at design time and connecting both facets of LOs only at reuse time. We illustrate this principle both for Java applets and for interactive Flash animations. Building on top of Adobe's Flex technology, we also suggest to separate the design of generic Flash animation templates from the pedagogically motivated interaction logics. Three simple examples illustrate our method.