Outfitting Your Pack: Tools and Interactivity
Choosing the Right Tools for Your OER
Learning Objectives
By the end of this chapter, you will be able to
- Apply the TCoP model to tool selection in OER design
- Evaluate tools for accessibility, learner variability, engagement, and sustainability
- Select tools that align with learning objectives and intended use
When you are outfitting your pack for a long trail, every item needs a purpose. The same is true when choosing tools for your OER. Each tool you add is something you and your learners will carry through the learning journey, so it is worth selecting tools that are useful, dependable, and well-suited to the path ahead – not just added weight. In this chapter, you’ll be given a variety of lenses to help you evaluate the tools you are considering. First, we’ll begin by looking at those tools through a model that helps you consider who will use the tool and how it will be used. Then, we’ll look at those tools again through the lenses of accessibility, Universal Design for Learning (UDL), engagement, student privacy, and sustainability. The chapter closes with a reflective practice to help guide and align your own choice of tools.
Start with the Learning Objectives, Not the Tool
Whether you are designing a course or an OER, the tools and technologies you choose should be aligned with and support your learners toward achieving your learning objectives[1][2]. When designing your OER, it can be tempting to start with a tool you found because it looks useful or fun, but tools work best when they are chosen in service of the learning objective. For example, an instructor might discover an impressive interactive timeline tool and want to add it to a chapter, but if the learning objective is for students to compare two theories, a simple comparison chart or guided discussion prompt may support that goal more directly. Before choosing a tool, first consider what learners need to do, and then choose the tool that best supports that work.
The TCoP Model for Tool Choice
As you are considering how to use these tools, consider also who might use them. While we typically think about the instructor as the one using the tools, many of these tools could be used by the student, too. The Technology Consumer or Producer (TCoP model)[3] is a proactive, helpful tool as you are planning your instruction and potential Open Pedagogy options.

The TCoP model asks you to consider both
- Who is using the technology?
- How are they using it?
Thinking through both questions can help you move beyond choosing tools just because they are available and instead choose them because they fit your instructional purpose.
Select the arrows for explanation and examples of each situation.
As you continue through this chapter, consider how technology and tools might be used and who might use them, while remaining thoughtful about the tool itself.
Evaluate the Tool Through Accessibility and UDL
Once you have identified the role a tool might play, the next step is to evaluate whether it is a good choice for your learners. Though a tool might help students meet a learning objective and prove useful for some students, consider whether all of your learners can actually use it. As you look for and explore potential tools, take a beat to ask:
- Will this work for students using a screen reader?
- Is there a cost involved for learners?
- Will it work on all devices?
These and other questions will help guide you in deciding whether the tool is a good choice. You will want to review the accessibility of any tool before deciding to use it. We have provided you with guides to the three main tools covered in this chapter, but you will want to review any other tool’s accessibility before deciding to use it. See Clearing the Trail: Accessibility for more on ensuring your OER is accessible.
Accessibility is one part of this decision-making process. Another is designing with learner variability in mind.
Universal Design for Learning, or UDL, is based on the understanding that all learners vary and that there is no “average” student. Since we cannot plan for every variability of every learner, UDL focuses on designing, developing, and delivering curriculum with built-in options that help reduce barriers and support learners more equitably. By designing curriculum that works for all learners, the learning environment becomes more equitable, accessible, and inclusive for all diverse student populations.
Select the arrow to learn more about UDL and the UDL CAST Guidelines[4]
Universal Design for Learning History and Framework by Theresa Huff
Take a look at the CAST UDL Guidelines at the CAST website.
The UDL Guidelines are broken down into three broad principles. Select the arrow to see what each principle covers:
These guidelines are not prescriptive, but they offer informed suggestions that can be used in any course, program, or learning environment to support learners. For OER creators, UDL can serve as a practical lens for choosing tools. Does the tool give learners another way to engage with content? Does it offer another way to access information? Does it support another way for learners to respond, reflect, practice, or demonstrate what they know?
UDL in Practice in Your OER
UDL is most useful when it becomes practical. In your OER, this might look like:
Multiple Means of Engagement
Optimize choice and autonomy by offering different ways for students to engage with your content. For example, you might provide the choice of viewing a video that covers the content or reading the content on the page.
Foster collaboration, interdependence, and collective learning in your OER. For example, you might guide students to use Hypothes.is or another annotation tool to foster discussion as they read your OER.
Promote individual and collective reflection. For example, you might use an H5P type that supports reflection and allows learners to think about what they learned from your OER.
Multiple Means of Representation
Represent a diversity of perspectives and identities in authentic ways. Your work towards integrating DEIA into your OER supports this.
Illustrate through multiple media. Use more than text in your OER. Consider adding illustrations, video, interactive content, images, or another type of graphic.
Help scaffold learning in your OER by adding checklists, templates, examples, reviews of foundational skills, and other supports that help learners build from one idea to the next.
Multiple Means of Action and Expression
Optimize access to accessible materials and accessible technologies and tools. Your work towards ensuring your OER is fully accessible supports this. Refer to the Accessibility in Your OER chapter.
Allow students to use multiple media and tools for communication. For example, provide embedded tools in your OER that allow students to interact with and learn creatively, such as H5P for interactive content, simulations, or other embeddable interactives unique to your field.
Organize information and resources clearly. Provide uploaded templates and graphic organizers in your OER for students to download and use. Use consistent structures in your chapters so learners know where to find learning objectives, review activities, checklists, or helpful tips.
“UDL is really just ‘plus-one’ thinking. For every interaction that learners have now, with the materials, with each other, with instructors, and with the wider world, provide one more way for that interaction to happen.” –Thomas Tobin
UDL does not require you to apply every guideline, checkpoint, or strategy at once. Instead, start by identifying one current challenge and adding one more support, one more option, or one more pathway for learning. That one addition might be a transcript for a video, a text alternative to a visual, a reflective prompt, or a second way for students to engage with the content. That is enough to begin.
Engagement with Purpose
Since engaging learners is so important[5], we want to be sure the tools we choose support engagement. At the same time, we want to do so with wisdom. Not every piece of content needs to be interactive, or we risk distracting or overwhelming our learners[6]. A good tool does not simply add activity to the page, but instead, it helps learners think, practice, apply, reflect, connect, or create.
One useful way to think about engagement is through Moore’s three types of interaction[7]:
Select the arrow next to each interaction type to get practical ways to implement each in an OER.
For OER creators, the goal is not to include every kind of interaction, but to be deliberate about which kind belongs where. A self-check, an annotation activity, and a reflection prompt each support different kinds of learning work.
Evaluate Student Privacy and Data Practices
Choose tools that ask for the least amount of student data necessary to do the learning work. If a simpler, lower-data option can meet the same learning objective, that is often the better choice.
When choosing a tool for your OER, take a moment to look beyond what the tool can do and consider what the tool does with student data. Some tools collect more information than you might expect, including names, email addresses, usage patterns, uploaded work, location data, or interactions that can be analyzed over time. In some cases, tools may also retain rights over uploaded or generated content, or change their policies as new AI features are introduced.[8]
Before asking students to use a tool, read the fine print. Look for the tool’s privacy policy, terms of service, and copyright or ownership language. Ask questions such as:
- What student data does this tool collect?
- Is student account creation required?
- Can students use the tool without sharing unnecessary personal information?
- Does the company retain, reuse, or sell user data?
- Does the tool use student inputs to train AI systems or improve its products?
- Who owns the content students create there?
- Does your institution already provide guidance or approved alternatives?
Research on digital rights and responsibility in education has emphasized that educational technologies raise important questions about privacy, data security, awareness, and governance, and that institutions and educators need clearer guidance and stronger data protections.[9] If a tool collects more data than is necessary for the learning task, requires students to surrender rights to their work, or makes its policies difficult to understand, it may not be the right choice, even if it is engaging or convenient.
Evaluate the Tool Through Sustainability
Besides ensuring the tools we choose are accessible and engaging, we have one more thing to consider: the sustainability of our tools. A tool may be exciting and useful, but it may not be the best long-term choice if it is difficult to revise, maintain, or includes environmental costs. In the Planning for Sustainable Growth chapter, we take a closer look at sustainability and how it can guide your decisions about tools and technologies in OER design.
Choose the Simplest Tool That Fits the Purpose
The goal is not to use the most impressive tool. The goal is to use the tool that best supports learning without adding unnecessary barriers, distraction, or maintenance.
After thinking through the learning objective, the TCoP model, accessibility, UDL, engagement, privacy, and sustainability, you may find that several tools could work. When that happens, choose the simplest tool that fits the purpose.
Sometimes a short reading prompt, a well-placed image, a structured textbox, or a simple H5P activity will do the work more effectively than a more complex tool. The goal is not to use the most impressive tool. The goal is to use the tool that best supports learning without adding unnecessary barriers, distraction, or maintenance.
In other words, choose tools thoughtfully. Let the learning objective lead. Let TCoP help you think through who is using the tool and how. Then use accessibility, UDL, engagement, and sustainability to decide whether the tool is truly a good fit.
Reflect on Your Choices
As you review the tools introduced in this section and consider which ones may fit your OER, use the following checklist to help guide your decisions:
- Does this tool support a stated learning objective?
- Have I identified who is using the tool and how?
- Is this tool accessible?
- Does it support learner variability?
- Does it support meaningful engagement?
- Does this tool protect student privacy and avoid unnecessary data collection?
- Is this tool sustainable in terms of time, cost, the environmental impact, maintenance, and long-term use?
- Could something simpler do the job just as well?
This kind of review can help ensure that the tools you place in your pack are not just interesting extras, but dependable choices that will support the learning journey ahead.
Additional Resources
Hardwick, J., Whittington-Walsh, F., Bezanson, K., Miller, A., & Sawatzky, E. (2022). Designing for inclusion. In J. Quinn & M. Burtis (Eds.), Designing for care. Rebus Community. https://pressbooks.pub/designingforcare/chapter/designing-for-inclusion/
Stachowiak, B. (Host). (2022, August 4). Inclusive teaching (No. 425) [Audio podcast episode]. In Teaching in Higher Ed. https://teachinginhighered.com/podcast/inclusive-teaching/
Stachowiak, B. (Host). (2022, October 13). Disability inclusion in higher education (No. 435) [Audio podcast episode]. In Teaching in Higher Ed. https://teachinginhighered.com/podcast/disability-inclusion-in-higher-education/
- Standards from the Quality Matters Higher Education Rubric, Seventh Edition. Quality Matters. Retrieved from Specific Review Standards from the QM Higher Education Rubric, Seventh Edition ↵
- Mayer, R. E. (Ed.). (2005). The Cambridge handbook of multimedia learning. Cambridge University Press. ↵
- Curry, J. H., Jackson, S. R., & Morin, H. (2022). It’s Not Just the HOW, But Also the WHO: The TCoP Model of Technology Integration. TechTrends, 66(6), 980-987. ↵
- CAST (2024). Universal Design for Learning Guidelines version 3.0. Retrieved from https://udlguidelines.cast.org ↵
- Martin, F. & Bolliger, D.U. (2018). Engagement matters: Student perceptions on the importance of engagement strategies in the online learning environment. Online Learning 22(1), 205-222. doi:10.24059/olj.v22i1.1092 ↵
- Clark, R. C., & Mayer, R. E. (2008). Learning by viewing versus learning by doing: Evidence‐based guidelines for principled learning environments. Performance Improvement, 47(9), 5-13. DOI: 10.1002/pfi.20028 ↵
- Moore, M. J. (1993). Three types of interaction. In K. Harry, M. John, & D. Keegan (Eds.), Distance education theory (pp. 19–24). New York: Routledge. DOI:10.1080/08923648909526659 ↵
- Siddiq, F., & Murchan, D. (2024). Towards a code of ethics for using technology-enabled data and related analytical approaches in educational assessment. Assessment in Education: Principles, Policy & Practice, 31(4), 376–400. https://doi.org/10.1080/0969594X.2025.2453138 ↵
- Gallego-Arrufat, M.-J., García-Martínez, I., Romero-López, M.-A., & Torres-Hernández, N. (2024). Digital rights and responsibility in education: A scoping review. Education Policy Analysis Archives, 32(3). https://doi.org/10.14507/epaa.32.7899 ↵