Diffit and Interacty: Have you ever heard of them?
Mutlu Cukurova (2025) states that “AI tools can help teachers become more efficient by creating content, developing activities and simplifying administrative tasks.” Therefore Diffit may be a valuable tool for teachers. It is an AI-powered platform designed to help them in the creation of content and material for their lessons.
According to UNESCO (2023 p. 30) “The use of both general GenAI platforms and specific educational GenAI tools should be designed to enhance teachers’ understanding of their subject as well as their knowledge on teaching methodologies, including through teacher-AI co-designing of lesson plans, course packages, or entire curricula.” This supports the idea that Diffit may be a time saver tool as it helps teachers in the designing of material and also provides engaging material for all the different levels.
However, since the content is AI-generated, Cukurova (2025) emphasises that educators should maintain a critical eye on the content generated. Diffit’s generated material should be revised by the teacher after getting the generated material. As UNESCO (2023 p. 17 ) warns, “ the content generated by GENAI can be used to alter or manipulate existing images or videos to generate fake ones that are difficult to distinguish from real ones”. Hence, critical evaluation of AI content is essential.
In a research conducted by Aşıksoy (2018) it was found that gamification “significantly increased motivation for the classroom and learning achievements.” Similarly, in another study conducted by Alomari, Al-Samarraie and Yousef (2019) they mentioned that “improving the motivation and engagement of learners in learning activities is important for the development of skills and competences” (p.402). Therefore, it may be assumed that incorporating gamified activities in a classroom remains essential for effective learning.
That is the reason why teachers should know and use “Interacty”. It is a platform that can be used to create interactive and gamified learning experiences through different types of games or worksheets. Moreover, it can also be used both for education and business.
This platform offers a variety of customisable templates for teachers to personalise any of the options available, and it supports the development of engaging and diverse content such as quizzes, flashcards, games slideshows, interactive images, timelines, and many more. It can be highlighted that this platform increases student motivation and participation through gamification, which in a classroom is key when working with students of any age.
Here you will find the tutorials for each platform.
References
Alomari, A. K. (2019). Exploring the use and the impacts of social media on teaching and learning science in Saudi. Journal of Information Technology Education: Research, 18, 395–417. https://doi.org/10.28945/4435
Aşıksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements, and perception in a physics course. Quality & Quantity, 52(Suppl 1), 129–145. https://doi.org/10.1007/s11135-017-0597-1
UNESCO. (2023). Guidance for generative AI in education and research. United Nations Educational, Scientific and Cultural Organization. https://unesdoc.unesco.org/ark:/48223/pf0000386354
UNESCO. (2025, January 24). How can AI shape education? A masterclass for teachers on the International Day of Education. https://www.unesco.org/en/articles/how-can-ai-shape-education-masterclass-teachers-international-day-education