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Online learning is a recognised asset in a blended learning approach. In fact, if people don’t know how to do something, they go to YouTube for a video demonstration. I recently sold a spring-free trampoline. The manual was not readily found (I didn’t even bother looking to tell the truth) so I looked for a YouTube video to show me how to dismantle it. Video watched, I successfully disassembled the trampoline and encouraged the buyer to follow the same process to get it back up.

For students, watching videos to learn is second nature. Unfortunately, just requiring a student to watch a video to learn is hit and miss because the engagement levels and video lengths can vary. It is easy to zone out and totally miss the important concepts being delivered.

Interactive video involves a teacher adding questions, tasks or information at strategic moments in a video playback so that the students must remember fresh information to progress through the video successfully.

Individual studies have shown that interactive learning environments can generate effective instruction and a flexible and motivating learning experience (Wong et al, 2006) which is important for knowledge acquisition. The use of interactive video to enable learning through the process of experiencing failure (Schank, 1997) can potentially foster ‘deeper learning’ (Bloom, 1956) and accelerate the process of skill acquisition (Schwan and Reimpp, 2004).

An interactive learning environment implies an increased cognitive load on the learner due to the number of decisions made (Schwan & Reimpp, 2004). When learners have control over their learning, they are more involved and participate in the learning process which is critical in maximising engagement. Similarly, when the learners are challenged and are committed to the learning process, then they are active and the cognitive system is utilised properly (Dror, 2008).’

H5P is an open source, community driven project to create richer online content and improve online learning experiences. The company aims to facilitate sharing of accessible content and to make it easier for creators to deliver and publish their content. provides a solution which enables Learning Tools Interoperability, data capture, levels of administration, control over content and multiple interaction types for video skinning.

roblox learning fun 4

Matthew Jorgensen is a resident of the Gold Coast and is currently Assistant Director of eLearning at St Stephen’s College.  In 2016 he was the Microsoft Teacher Ambassador for Queensland and QSITE Emerging Leader.  He has a Master’s degree in Education and is currently a Microsoft Innovative Educator Expert and CoSpacesEdu Ambassador.  In 2017, he was the first teacher in Australia (and probably the world) to use Roblox Studio to deliver the Digital Technologies curriculum.  He has a long history of using game based learning in the classroom, including Kodu, Scratch, Project Sienna, Minecraft and Roblox.  Matthew runs the website which has no formal relationship with Roblox.  You can connect with Matthew via:


Twitter @jorganiser