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Build the interaction your lesson needs

Describe a learning game, interactive exercise, controllable animation or small simulation. Praktikal’s assistant writes the code, adds it to your open material and lets you refine it through conversation.

What this lets you do

Turn one teaching idea into something learners can use

A learning app in Praktikal is a self-contained interactive artefact inside a lesson or worksheet. It can use controls, animation and custom behaviour without sending you to a separate app builder or hosting service.

Build a quick sorting game, a model learners can manipulate, an animation they can control or a simulation that makes one changing relationship visible. The assistant creates the first version; you test the behaviour and decide what should change next.

Because the artefact is part of Praktikal, it can also collect a learner response and send it into the lesson’s normal results flow alongside other questions.

1 Describe the behaviour

Explain what should change, not how to code it

Start with one focused interaction. Name the concept, the control a learner will use and what should respond. The assistant writes the code for the artefact inside your open lesson.

The walkthrough here uses a fraction wall, but the same kind of brief can produce very different activities. Add practical requirements such as touch and keyboard controls and a layout that reflows on a phone.

  • Game: sort falling objects into renewable and non-renewable energy
  • Exercise: rebuild a food web by connecting organisms
  • Animation: scrub through mitosis and pause at each stage
  • Simulation: change mass and force to see acceleration respond

2 Try the draft

Test the interaction, then submit a response

Open the artefact in the lesson and use it as a learner would. Change the number of parts, select a fraction and submit the response. When configured as a question, the artefact sends that response into the same Praktikal results flow as the lesson’s other questions.

The assistant is instructed to create responsive, touch-friendly and keyboard-friendly content, but it cannot run the finished interaction itself. Your test turns generated code into a checked teaching resource.

  • Check behaviour, content and subject accuracy
  • Confirm the submitted response appears in Praktikal results
  • Try the screen sizes and input methods your learners use

3 Request a focused change

Ask for the next improvement in ordinary language

Once the main interaction works, ask for a specific revision such as larger labels, clearer keyboard guidance or a different selected state. The assistant targets the existing artefact instead of rebuilding the whole lesson.

Review the update, try the interaction again and repeat until it is clear enough for the material around it. Authors who know HTML can also edit the source directly, but the conversational path does not require them to write it.

  • Make small, testable changes
  • Try the updated interaction again

Bring one interactive idea into your next lesson

Choose a game, exercise, animation or simulation, describe one behaviour and test the artefact as you refine it.

No credit card required.