Game: using JavaScript in a Shared action

Intro

Last week I presented at the Adobe eLearning World 2020 “Deep dive into Captivate with Advanced and Shared actions’. I had prepared 3 different scenarios, to be ready for any audience. Due to the poll before the session I decided to go for the ‘newbie’ scenario because the majority was new to Shared actions, and a considerable amount of attendees even to Advanced actions. That means that intermediate and advanced users were perhaps disappointed. To remediate I plan some blogs and examples as illustration. This is the first one.

Javascript and Shared actions

It is possible to have the command ‘Execute Javascript’ embedded in a shared action. When talking about games, randomization is mostly used but not a ready-to-go feature in Captivate. In the session I showed a very simple board game where the tossing of a dice is simulated, and the board cursor advances based on the result of the dice toss. That was realized with one shared action.

This game uses random numbers as well. It is a memory game which can be used in many variations due to the flexibility of shared actions, variables and multistate objects.

Game

You will learn about the game rules in the game. There is an easy and a more complicated way to play the 3 games. Hope you don’t keep only the easy one if you are in for some memory training:

Play with the rescalable version using this link or with the embedded (fixed resolution) version:

Have fun!


Find the Twins - Game (Shared Actions)

Inttro

Looking back in my blog history, I remember very well the first Memory Game created 10 years ago (with version 5.5). It was quite an adventure, because I wanted to prove it to be possible without having to use ActionScript  (since only SWF output was available).

Now 10 years later, ActionScript has been replaced by JavaScript but  I still try to create games without having to use JS.  That is possible when randomness is not necessary as is the case for this game. However newer features like multistate objects, SVGs which can be used as buttons, and most important 'Shared Actions' make it a lot easier now. Kudos to the Captivate team!

Have fun with the embedded version (fixed size), or the rescalable version using this link



Extensions possible?

The structure of this game allows a lot of flexibility. The two challenges have a different total number of shapes. Shapes can be replaced by images to convert it into a kid's game. It is also possible to increment the number of pairs, or to make a search for trios instead of pairs.

SVGs  used as buttons have several advantages. You can limit the clickable area to the image, instead of to the bounding box. They remain crisp ion all devices, whatever the browser resolution.  Disadvantage is that they take a while to redraw, which you may have seen when the slide was reset. 

As you could read I used:

  • 3 shared actions.  one of them was used 30 times!  If you are not yet convinced about the value of Shared actions over Advanced actions, I will present about both on 24th of June in the  Adobe eLearnng World 2020 conference.
  • 2 advanced actions for the Reset action On Enter for the challenge slides
  • 4 variables




Game: test your logical mind!

If you have watched my course about Using Shared Actions, you'll already know that this is one of my favorite features. It makes it possible for newbies to create rather complicated tutorials without need of programming skills. 

I already uploaded a game recently, here is another one. You can use this link or play with the embedded one:


It was created with SVGs (thanks to Illustrator), one shared action, two advanced actions (which could be converted to shared actions as well), Drag&Drop features, multistate objects. The setup makes the game very flexible. In the example sequences were all with 6 shapes, but you can create them with any number of shapes. You would have to find a new indicator for the degressive score if you have more or less shapes. The adult version can be converted to a kid's game, by using easier sequences . Have fun!

Who is afraid of ... Shared Actions? Crash course - Lesson 2 (step-by-step)

Intro

You prefer step-by-step workflow for this second lesson over a video. Great. Let us start with this second lesson,  explaining how to use the shared actions from the first project in your project. Believe me: it is as intuitive as the first lesson.

Workflow: (re)Use shared actions in your projects

Step 1: Preparation

To follow this workflow, you need a project with at least two slides:

  1. Content on the first slide is not important, it is meant to allow you to test the project.
  2. Second slide needs to have these objects:
    • Two multi-state objects. Content is not important: audio, video, graphics, text or combinations in the states. Only requirement: same number of states in both objects (although you can have some identical states). They are labeled Container1/SVGContainer in the Timeline below.
    •  A shape or caption which will be used to insert the variable v_counter. You will insert the variable later on. Labeled SS_Counter in the Timeline.
    • Two navigation buttons: Next and Back. They are labeled SB_Back and SB_Next in my project (shape buttons)
    • A button to jump back to slide 1, with the action ‘Jump to slide 1’ or ‘Go to Previous Slide’. I used a SVG as button, labeled SVB_Home.

Here is an example of the Timeline of the project I use, the names are mentioned above::

If you are eager to start but do not have time to create a custom project, you can download this one:
Lesson2Start

Please do not use the SVGs from SVGContainer in your projects. They were extracted from a licensed AI file.

Step 2: Variables

Have a look at the variables, using menu Project, Variables.  The default view will show you the two user variables which are added to each project:

Step 3: Open External Library

Use the File menu, option Import, External Library. You have to point to the original project which has the shared actions on board.  In this case that will be the start project which you used in the previous practice; “SlideShow”.

The project will not open, but its library appears as a floating window in the left top corner of your screen. You will probably need to increase its height, and collapse the Images folder to see the Shared Actions folder clearly. 

You can use any object directly from this external Library in your project. I used the Home button (SVG). However for the Shared Actions, it is better to not use this method. It can be done if there is only one independent shared action, but in this example the three actions are somehow linked due to the used variables.

Step 4: Drag shared actions to project Library

Select the three shared actions in the external Library, and drag them to the project library. They will appear in that library with the Usage set to 0. Be sure to drag all the actions  at once. Reason:  they share some variables. which could lead to the creation of multiple instances of the variables. You will check this in step 5.

Step 5: Check variables

Use Project, Variables and… surprise! The variables used in the shared actions have appeared, including their default value and description

You can now insert the variable v_counter  in the text (see Timeline) SS_Counter, using the X button in the Properties panel, Character part.

The text will look like this:

…. $$v_counter$$

Beware: if you see more than one instance of a variable, it means that you didn’t drag ALL the shared actions at once. In that case, please delete the shared actions, delete the variables and retry Step 4.

Step….

You can now repeat what you learned in the previous lesson: drag the shared actions to the slide and to the navigation buttons, and choose a ‘value’ for the parameters.

Do not forget to test if everything is working as expected. Use F11, Preview HTML I Browser for the best preview.

More?

The step-by-step workflows described in this and the previous blog (or in the video and the next video to be published soon)) can be used for all the interactions in the Demo project, provide you have the shared actions. Not only for those rather simple interactions! It is also possible for more complicated projects like the Matchstick game, which I published recently, and for many more use cases.

I sincerely hope that at least some Captivate users will realize possibilities.  Ask an expert to design shared actions which can be used by any Captivate developer,  without having to dive into advanced actions, variables etc. .

I may post an 'epilogue' to this short crash course, listing up some Q&A. If you have a question to contribute, do not hesitate to post it in a comment.

Who is afraid of ... Shared Actions? Crash course Lesson 2 (video)

Preparation

In Lesson 1 you started from an existing project, which had created objects for the Slide show AND shared actions in the project Library. Topic of the lesson: workflow to attach the shared actions to a slide event (On Enter) and to buttons (Success event). Lesson ended with the proposal to create a personal project with two slides. First slide is a title slide with only a Start button (Go to Next slide). Second slide needs two multistate objects. Number of states is not important but has to be the same for both objects (you can have identical states if wished).  Two navigation buttons (Back and Forward) and a button to get back to the first slide and your homework is done.

For this video lesson you need:

  • The original project, which I provided in Lesson 1. If you lost it, here is another link (dropbox)
    SlideShow

  • Your project. If you are really lazy, you download my project as used in the video. Please, do not reuse the SVGs, they are created from a licensed Adobe Stock file. You can use them only for practice the video workflow.
    StartLesson2

Video

You will transfer the shared actions to your custom project, and reuse them.

After finishing the workflow, you can compare your result with 'Lesson2'


Who is afraid of... Shared Actions? Crash course Lesson 1 (video)

Preparation

You have read the introduction and watched the Demo project. This lesson will explain the interaction 'SlideShow' which you did see in the demo. You may download this start project, which has two slides. Exploration is explained in the video:

SlideShowStart

Video

You will be exploring the start file, discovering the shared actions in the Library, and the variables. You will attach the shared action to  a slide event (On Enter) and to button Success events, in both cases you will choose the parameter values.

The result of the completed lesson should look like you can see under this link. I left the playbar for your convenience.

SlideShowEnd

Preparing Lesson 2

Lesson 2 will show how you can transfer and use the shared actions to your project. If you want tot follow, prepare a project:

  • with two slides
  • second slide needs two multistate objects with the same amount of states
  • second slide needs two navigation buttons (back/next) and a home button (jumping to slide 1)




Who is afraid of ... Shared Actions - Crash course Introduction

For any Captivate user, new, intermediate or advanced.

Even if you are very new to Captivate, continue reading!

Contrary to Advanced Actions and JavaScript, Shared actions can be USED without needing to write out or edit scripts, nor to create variables. You don't need to be able to assemble an engine for your car to be able to drive, isn't it? What do you need?

  1. One or more shared actions created by a friend/colleague who is more advanced with Captivate
  2. To understand what a  'parameter' is (new term in your personal Captivate glossary)
  3. To learn how to add shared actions to your project, slides and interactive objects. Description and name of the shared action will help you (contrary to advanced actions).
  4. To choose the parameter values based on their descriptions. Automatic filtering by Captivate is a big help.

You read the introduction to a short ourse for adventurous newbies, including:

  1. A demo project with 4 useful interactions. All interactions can be realized using shared actions without having to create variables nor scripts.
  2. Explanation of the term 'parameter'

The course for newbies has TWO lessons. Each lesson comes in two 'flavors' to adapt to your taste:

  • Short video
  • Step-by-step text

To facilitate your learning/understanding, you'll get a start project  to practice the workflow.  You will also be able to use your personal project for the second lesson.  Both lessons are about one of the 4 interactions in the Demo project (see below). Depending on the 'welcome' by the community, may repeat this workflow for the other interactions or even for a game like  MatchStick game

Demo project

Watch this project, which includes 4 typical interactions:
  • Dashboard interaction (menu going to 4 chapters)
  • Slideshow
  • Click/Reveal
  • Toggle buttons

I used design elements from the new Quick Start Project ‘Diverse’. You can open the demo project using this link:

UsingSharedActions

Or watch it below  (fixed resolution):



What is a Parameter (in shared actions)?

This is my definition: a parameter is an ‘item’  replaceable by another item when you (re)use the shared action either in the same or in another project. That ‘item’ doesn’t always have a fixed type! It depends on the used command. Look at a some examples for clarification:
  1. Command Jump to slide: needs one parameter which is the slide. It is clear that you cannot change to another type of item than a slide.
  2. Command Change State of…: needs two parameters, first is the multistate object, second is the state you want to show. The first parameter has to be a multistate object of any type: shape, caption, button (for custom states), image, video, animation… Second parameter needs to be a state of that multistate object.
  3. Commands Hide/Show: need one parameter. Anything that can be shown or hidden is possible: shape, caption, button (for custom states), image, video. But also groups are possible! Look at the practice session below to see how this extends shared action functionality beyond what you are used to.

You may skip the explanation about the two types of parameters and go directly to the first lesson if you don’t like definition texts. Knowing the differences between parameters is not so important in this crash course, . BTW: the terms ‘compulsory’ and ‘candidate’ are just my personal choice, not official terms.

Compulsory parameters

All the items mentioned in the previous examples are compulsory: you will always have to choose them in any shared action.  Even though some will be the same in all instances of that shared action.

Candidate parameters

You probably know the command ‘Assign’ to store a value in a user variable or a system variable of the category ‘Movie Control’. A variable when used in a shared action can be a parameter, but it is not compulsory. If it is not a parameter, here is a rather unknown secret: importing the shared action in a new project will automatically create that variable, with the same name, description and value as designed originally. 
In some circumstances it is necessary to define the variable as parameter. You will see an example in the practice session for the toggle action.

In a conditional action you can have another candidate parameter, the ‘literal‘. Example: you want to limit a number of attempts by the learner to a maximum of 5. If you want to be able to edit that maximum number, you could define the literal as a parameter. This can be a bit tricky, but is beyond the scope of this basic blog.

Matchstick Game (Shared Actions)

Intro

A while ago, with Captivate version 8, I created a SWF version of this game. If you have a browser (such as Internet Explorer) supporting the Flash Player plugin, you can have a look using this link.  With that verrsion I could take advantage of the brand new Shared Actions, which allowed to have variables defined as parameters. In version  CP7 where shared actions were introduced, that was not yet possible.

Today HTML5 output is the standard. Moreover Captivate in recent versions has added some very useful features, which I would like to use to create a new version of this game:

  • Multistate objects, making the old Hide/Show workflows unnecessary, sparing time which was needed for resetting. Feature was added with CP9.
  • Guides and Rulers make setting up layout so much easier. Feature was added with second release of CP9.
  • New commands in Advanced actions: ‘Go to Next State’, ‘Go to Previous State’, ‘Delay Next actions by’  appeared in CP2017 with the new version of the dialog box)
  • Effects 2.0
  • Bitmap image used as button, new feature in CP2019,  release 11.5. I also used some design elements from the Quick Start Projects.

Why didn’t I use SVGs i this case? The stock image which I used to create the different matchsticks, did lead to smaller file size for PNG than for SVG. I know that they may be blurry when upscaled. There is no problem with the clickable area being the bounding box, due to the shape of the matchsticks. That is often the reason why I prefer SVG, but not the case here.

Have some fun with either the scalable version using this link, or with the embedded version (rules are explained in the file):


Tip: have a look at the end of the blog for a suggestion...

Setup

The example file has 4 slides, using some design elements (and colors) from the Quick Start Project 'Wired':

  • Title slide with a 'Play' button, which triggers the default 'Go to Next Slide' command
  • Intro slide, explaining the Game rules and a Start button. The On Enter event of this slide has an advanced action. Slide has double action: explaining rules on first visit, dummy slide on next visits. Such a dummy slide is necessary for a Reset action/
  • Game slide: On enter event is also used as advanced action trigger. More details below.
  • End slide

Slide Game - Timeline and Layout

I set up a grid of guides fo-r the game slide. It will be very useful when adding a second game slide based on another word:

The timeline is used to have the Next button and the final set of matchsticks (with flames) appear when necessary. No Hide/Show actions were needed:

You see on this timeline: 

  1. Gr_Match has been expanded, with 15 multistate objects, the Matchsticks. They are labeled in a logical way: start with Mt _ (Match), followed by a number for the group (1-3) and second number for the matchsticks, starting from left to right, top to bottom. Example: Mt_12 is the top stick in the first group, Mt_25 is the bottom stick in the second group.
  1. All are PNGs used as buttons, their timeline ends ar 1.6secs and pausing point is at 1.5secs. The Rollover and Down states have been taken out, a custom state 'Burnt' has been added:
  2. Feedback: a multistate smart shape timed for the rest of the slide. Normal state is made invisible, Success, Late and Cheat state were added:
  3. SB_Reset: shape button timed for the rest of the slide, default setting (pausing point not really necessary), timed for the rest of the slide. It triggers the simple action 'Go to Previous Slide'.
  4. SB_Next: shape button, appearing at 2.5secs, pausing point at 0.7secs. This means that the button will be invisible while playing the game.
  5. Gr_End:  group with burning matchstick images. Timeline starts at 1.6 seconds, till the end of the slide. That group will also remain invisible to the learner during the game.

Variables

You'll need a whole bunch of variables (4+15):

v_correct: will track the number of correctly removed matchsticks; start value = 0

v_moves: wil track the number of removed matchsticks; start value = 0

v_max: fixed value, number of matches that may be removed; will be populated in EnterGame action

v_visit: to track the visits to slide Intro;  start value = 0

v_11, v_12....v_35: Boolean variables , one for each matchstick, start value = 0; they track if the matchstick has been removed (value = 1) or not. The labeling is using the same logic as for the Mt_ labels. That makes it easy wen defining parameters.

Events and Actions

EnterIntro

As the name tells, this advanced action is triggered by the On Enter event of the second slide 'Intro'. 

It is an easy to understand conditional action, based on the tracking variable v_visit. On first visit the slide is played normally, on following visits the slide is skipped immediately, and re-enters the Game slide. That is necessary to reset variables for that slide.

Because it is used only once, I didn't convert it into a shared action. Nevertheless, could be a useful conversion but that will be explained in another blog post.

EnterGame

Triggered by the On Enter event of the Game slide, is used to reset all the variables. 

Similar to EnterIntro, it could be interesting to convert to a shared action. Explanation in that same future blog post (or webinar?).

Match_NOK (shared action)

This action is triggered by the Success event of the matchstick buttons, for those who should NOT be removed (hence the N in the name of the action). Here are screenshots of the action with indication of the parameters, and the description of the parameters:

The action has three conditional decisions.

  1.  First decision 'Doing' checks the value of the tracking Boolean variable, because the matchstick can be clicked to remove it (v_xx == 0) or to restore it (v_cc ==1). The variable tracking the number of moves will be incremented or decremented.
  1. Second decision  'Checker' compares the number of moves with the allowed maximum, and shows a message (state) when that maximum has been reached. I used the Delay command, to have the message disappear after a while.

  2. Third decision 'Cheat'  will lead to another message (state) if more than the allowed removals have been done. Again Delay command was necessary, ;this time to create an automatic Reset by going to the Intro slide.

This shared action has been used 9 times. Only the first two parameters have to be entered carefully, the other 4 are always the same.

Match_OK (shared action)

This action is triggered by the Success even of the matchstick buttons which need to be removed. Here are screenshots of the action with indication of the parameters,(2 extra compared with the previous shared action: Success state and the Gr_Match):

The first three decisions are similar to those of Match_NOK. Just one exception: this time the variable v_correct needs to be incremented/decremented within the first decision. A last decision 'End' was necessary for the Success situation, where v_max removals  (here 6) resulted in the correct word. 

More?

If you are pretty new to Variables, Advanced and Shared actions, this may seem very complicated. 

What if you want another slide with another word, maybe another number of maximal removals? 

You want to recreate such a game, maybe with other objects than matchsticks? 

It could be done without having to create any variable, just by using shared actions. Wished I could explain this in a workshop . Would you be interested? It is a very nice example of the way shared actions can allow you to create interactions WITHOUT PROGRAMMING SKILLS.   You don't have to believe me, of course... let me know if you want to participate  You can contact me using the mail address, or go to my website and fill in the contact form mentioning this invitation. 






Create Review State for scored Drag&Drop slide

Intro

Drag&Drop slides are popular both as Knowledge Check slide and as scored Quiz slide. No problem to integrate the score in the quizzing system variables. However there are still features where the D&D slide is not behaving like the other quiz slides. Some examples:
  • Pausing point is at 1.5 seconds, same as for Quiz slides, but that point is not visible in the Timeline.
  • Last Attempt action is wrongly indicated as ‘Failure’ action. Same as for normal Quiz slides, D&D slides have NO Failure actions.
  • You cannot have a Retry message when you provide more than one attempt.
  • There is only one Failure message, you don’t have the possibility of up to 3 different messages as is the case for other quiz slides
  • There is no Review status, which indicates if the question was answered correctly, and which answers were wrong or correct.
  • There are no Review navigation buttons. That is a problem, because during Review when the learner gets to a D&D slide, he will be stuck without those buttons.

For the problems concerning Try again, or multiple Failure messages I already offered a solution with a dynamic feedback message in a previous blog post. In this post I will try to explain a workflow for the Review issues.

The result of this workflow was visible in the sample project which I posted last week. There is a scored D&D slide as last question in  first part (Timeline).

Setup

Checkmarks

I used the checkmarks used for the other quiz slides, imported them into the Library. You can find them in the Gallery folder Quiz\QuizReviewAssets. Their name can be seen in this screenshot of the Library:

The small versions are used for the individual answer feedback, the normal versions for the global feedback Look at this example

Those checkmarks were used for multistate objects, with an empty Normal state. They are already present in the correct location during the quiz but invisible due to that Normal state. Two more states show either the correct or the incorrect checkmark. This is an example of the Object State panel, for the answer about the Shape button.

Review Navigation buttons

The quiz buttons in this theme are of the type 'Transparent button' That is the case for all themes packaged with Captivate. Too bad: it is impossible to apply any Quiz style to an object  a non-quiz slide, even on the Drag&Drop slide. The new feature Copy/Paste appearance will not work neither between items from the Standard and the Quizzing category. You have to create a style for a Transparent button that looks identical to the style of the Quiz buttons. As you probably know, the button label is simply text ‘<<‘ and ‘>>’. They trigger the commands ‘Go to Previous Slide’ and ‘Go to Next Slide’. Similar to the quiz slides, those buttons will only appear during Review (see On Enter action).

Variables

Four Boolean variables were created, with a start value of 0:

v_DD: will be toggled to 1 if the D&D slide is correctly done.

v_EffectDD; will be toggled to 1 if the Effect color is correct

v_SButtonDD: will be toggled to 1 if the Shape button color was correct

v_ShapeDD: will be toggled to 1 if the Shape color is correct

The system variable cpInReviewMode was used as well.

Events – Actions

Three events were used, all to trigger advanced actions: Success and Last Attempt event of the Drag&Drop slide (in that panel) and the On Enter event of the slide.

CorrectActDD

Why was it not possible to use the same Correct shared action in this case?  A D&D slide has no two-step Submit process, where the first step will keep the slide paused to allow the learner to read the feedback message.  It is possible to imitate that behavior, but I wanted to keep it simple, by keeping the slide paused for a couple of seconds before proceeding to the next slide. Second reason: for a correct answer need to toggle the variable  v_DD to 1. To achieve this, I used the shared action ‘CorrectAct’ as template to create this advanced action, which has two extra commands:

WrongActDD

Similar to the previous action, I used the shared action WrongAct as template, to create this advanced action. I needed only to add the Delay command, since the user variable v_DD had already the value 0.

EnterDD

Now the most complicated action, with many decisions to check all the possible situations. The decisions are mutually exclusive, which is the safest way to get a correctly functioning multidecision action. Hope you can figure it out with this Preview:

If you have problems or suggestions, post a comment please!

Intermediate Score Slides in 2020

Intro

Quite a while ago, in the SWF period, I created a similar post. Time to upgrade to make it ready for HTML output, using the newly added features in Captivate and fix the original problem (Review not functioning well).

As explained before, showing intermediate score slides, will not affect the reporting to a LMS. It is still a SCORM requirement that each course will transmit only one score, in this case the total score of all parts of the quiz. However showing intermediate scores can be helpful both for the learner and the developer: taking decisions based on the partial results are possible.

Since that old article, the powerful Drag&Drop slides were added to the Quiz toolset. A D&D slide can be scored, results can be added to the total score. They will not completely behave as the other quiz types. Have already posted some tweaking suggestions in previous posts.  The example file includes a D&D slide, which will have a Review status similar to the other quiz slides. The setup for such a Review status will be explained in a separate blog post.

Example file

It has three parts with questions about the three main stumbling blocks for Captivate users: Timeline, Quiz and Theme. You will see the progress (score)  for that part on each quiz slide,. Each part ends with a custom score slide. You can answer the different parts in any sequence, but after finishing all of them, you will be able to go to the final score slide, which  is the default score slide. You are free to explore the Review status using its button on the final score slide.

In the questions you’ll see that penalty, partial scoring etc have been used and are reported correctly.

Check your Captivate knowledge. There is only one attempt both on Question and on Quiz level. You can use this link for a scalable version or watch the embedded version (fixed resolution) here:


Overview and logic

The less-known Advanced Interactions panel offers a good overview.  On the dashboard three click boxes take care of navigation to the parts. You’ll see 5 question slides for the first part (Timeline), 4 for the second part (Quiz) and six for the third part (Theme). I collapsed the Drag&Drop slide, complete setup of that slide will be in the next blog post. You’ll see that I did use the Success and Failure events of the quiz slides (1 attempt) and several On Enter slide events. Both Advanced and Shared actions were used.

On the last quiz slide of each part, a Back button takes the learner back to the first slide, the Dashboard.  The former text ‘Part x’ will be replaced by the score obtained for that part, once it has been done. When all quizzes have been answered, the instruction text ‘Please, select an avatar’ is replaced by a originally hidden button which allows to go to the Final score slide, which is the default score slide of Captivate.

Setup

Variables

Quite a bunch of variables were necessary.

Part 1 (Timeline)

v_Timeline: will have the score obtained by the learner for this quiz part (Timeline), it is the partial equivalent of the system variable cpQuizInfoPointsscored

v_TimeCorrect: will track the number of correct answers for the part. Equivalent of the global variable cpQuizInfoTotalCorrectAnswers

v_TimeMax: will be used to calculate the maximum score which can be obtained for this part. Equivalent of the global variable cpQuizIntoTotalQuizPoints

v_TimePerc: will be used to calculate the percentage acquired for this part, equivalent of the global variable cpInfoPercentage.

For the number of questions in each part, I preferred to type in the literal value. It would have been possible to make this also tracked automatically of course.

Part 2 (Quiz)/ Part 3 (Theme)

A similar group of 4 variables were created, They are labeled v_Quiz, v_QuizCorrect, v_QuizMax and v_QuizPerc for the part Qui; for the Theme part they are v_Theme, v_ThemeCorrect, v_ThemeMax and v_ThemePerc.

Other

Instead of adding more variables to track which parts have been completed, I preferred using the Max variables for tracking, It was necessary to calculate the sum of those variables, hence an extra variable v_sum, which also had a default value of 0.

More variables were needed for the Drag&Drop slide setup, but they’ll be explained in the next blog post.

Events and Actions

Dashboard slide

On Enter event triggers: EnterDash (Advanced action)

To prevent the learner to press a click box multiple times, it needs to be disabled after the first attempt. That first attempt is identified by checking the score. There is a minimum chance that the learner had a zero score, didn’t expect that to happen but if it is the case, you would need an extra tracking variable which could be a Boolean.

Click Box Success events trigger: CBTimelineAct, CBQzAct, CBThAct (Advanced actions). This is a preview of the CBTimelineAct:

The Done state of the text object will show the obtained score instead of the default text ‘Part x’.  The two other click box actions are similar, you need to edit the Text object name and the slide to jump to. I preferred a duplicate action instead of a shared action, because it is rather simple, only two lines and used three times.

Shape Button SB_Final Success event: simple action ‘Jump to Slide FinalScore’

Quiz Slides (all)

Success event on the Quiz Properites: CorrectAct (Shared action)

This shared action is used by all quiz slides (14) except by the Drag&Drop slide (see next post) where I used the shared action as a template for a slightly different Success action:

Last Attempt event in Quiz Properties: WrongAct (Shared action)

Similar to the CorrectAct, used 14 times and once as template for the Drag&Drop Last attempt action:

If you are worried about the + operator for the negative points: the value of that system variable is negative by default.

First Quiz Slides

On Enter event: EnterFirstQuestAct (Shared action)

The avatars identifying the part on the quiz slides (needed to edit the master slides to make place for this custom group) have two extra text fields, one identifying the part, and one with the obtained score.

Last Quiz Slides

Success event Back shape button: BackAct (Advanced action)

Same advanced action is used for all Back buttons:

The second decision checks if all parts have been done and will show the button to jump to the final score slide if that is correct.

Intermediate Score slides

On Enter event: EnterScoreTimeline, EnterScoreQuiz, EnterScoreTheme (Advanced actions). Here a preview of the Timeline versoin:

The second decision is meant to skip the score slide during Review. The other advanced actions are similar to this one, just replace the variables. With the JS the percentage is formatted to maximum 1 decimal.

Final Score slide

On Enter event: Enter: EnterFinal (Advanced action)

Reminder: the avatars on the quiz slides are groups – see above.

More?

Lot more is possible of course. I didn’t insert a decision based on the already acquired intermediate scores but it is easy to do. I didn’t provide multiple attempts on quiz level, nor on question level. Comparing with my old article about Intermediate Score slides, the Review functionality is preserved however. Using the shared actions is a big improvement as well. I didn’t insert a progress indicator, because it would need more advanced actions, due to the splitting in parts and the presence of the Drag&Drop slide.

About the integration of the Drag&Drop slide,  especially its custom Review state, you’ll learn in the next blog post.