
A digital textbook becomes interactive when learners can do something with its content and receive a response that helps them continue. They might listen to pronunciation, solve a task, compare answers or explore an image. Putting a book on a screen does not, by itself, create a different learning experience.
A PDF can be useful for reading and printing. Active practice requires a more deliberate relationship between text, media and tasks. Start with the purpose of the lesson, then choose an activity that supports it.
Give every activity a clear purpose
Before adding a video or animation, ask what it will help learners understand or practise. If the goal is to distinguish similar sounds, an audio example and listening task may be appropriate. If the goal is to understand a process, a sequence learners control themselves may help.
An activity added purely for visual effect can distract from the lesson. A straightforward task with clear instructions may be more useful than a complicated interaction whose purpose is difficult to explain.
Use feedback to guide the next step
“Correct” and “incorrect” communicate an outcome, but they do not necessarily explain a mistake. Helpful feedback can point to a rule, offer an example or encourage another attempt. It does not always need to reveal the entire answer immediately.
For example, instead of simply marking an answer wrong, a task could suggest: “Check when the action happens in the second part of the sentence.” The author and teacher should decide whether the purpose is independent reasoning or a quick check of previously learned material.
Make navigation understandable without training
Learners should know which lesson they are in, how to move forward and how to return to earlier material. Buttons should behave consistently. The contents page, lesson title and task overview should use the same names.
On smaller screens, check whether a task requires precise dragging of tiny elements. If it does, consider a simpler selection method. Test keyboard use, visible focus and the readability of instructions as well as touch interaction.
Prepare for different devices and connections
Not every learner will have the same device or internet connection. A video that takes too long to load can interrupt a lesson. Agree on media sizes, loading behaviour and what remains available when a connection becomes unreliable.
- Consider text alternatives for essential audio and video information.
- Write useful descriptions for images that convey learning content.
- Avoid explaining an answer through colour alone.
- For independent practice, explain how answers are submitted and whether progress is saved.
Test these decisions within actual lessons. Saying that a resource “works on mobile” is less useful than watching someone complete its tasks on a phone.
Decide what teachers need
A digital textbook might support shared classroom work, homework or individual practice. Those situations may need different ways to reveal answers and different access rules.
Before development, decide whether teachers need individual results, a group overview or simply teaching material they can display. Not every book needs the same account system or reporting tools. The features should follow the intended use rather than define it.
Build and evaluate one complete unit first
Choose a representative lesson before converting the entire book. Use it to test the text, media, several task types and feedback. Teacher and learner comments can then guide the rest of the project before the same difficulties appear in every chapter.
Explore our Interaktivna biblioteka and New Age Digital projects. If you are planning a digital edition, tell us the intended age group, subject and teaching context so we can discuss a suitable starting point.