Custom quiz scoring in Adobe Captivate

Adobe Captivate

Custom quiz scoring in Adobe Captivate. Incorporating quizzes is always a bit of a struggle, not only in developing good quiz concepts, but in developing user feedback, structuring the user journey through the course given the results, scoring strategies, and ensuring that any reporting functions to the LMS capture the right information and can be easily searched and interpreted. Here, we will show how to override the internal scoring process.

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Ready Player None: The Pitfalls of Gamification

eLearning Alchemy

A 2014 Study by TalentLMS found that respondents were heavily in favour of gamification : This study built on 2013 research by the eLearning Guild which found that when content was delivered through gamification, learners scored: All together there’s a lot to like about gamification. Length: 777 words. Reading Time: ~3.5 minutes. It’s hard to have missed the rise of gamification in the learning industry over the past few years.

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Learning Game Design Series, Part 6: Rewards and Scoring

Knowledge Guru

Continuing with game elements, this post focuses on rewards and scoring. Rewards can be anything players earn via game play. The new wave in learning games—and in gamification of learning—is to give players achievements for accomplishing certain tasks or hitting certain milestones. Let your reward be a form of feedback to the player. Only allow the player to earn points (or resources) if they perform to a certain standard, which is then a form of feedback.

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Making Learning Games Effective: 5 ways of ensuring that players LEARN


With the advent of computers, internet and communication technologies games have become more accessible, less costly, highly engaging and lots of fun for players of all ages. Games designed for entertainment need to make sure that by utilizing the above attributes, the players enjoy playing and keep coming back for more. As long as the games appeal to their target players, they can be successful.

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Monitoring and Analyzing Player Mastery, Confidence and Engagement in Drive

Knowledge Guru

Drive monitors and reports on three critical player attributes that work together to provide you with information that influence a player’s performance in Drive: confidence, engagement, and mastery. Figure 2) All three attributes are showcased on the player progress report. Player mastery and Player Engagement can easily be monitored from author’s dashboard. The Player Progress report shows you engagement, mastery, and confidence for every registered player.

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Knowledge Guru Players Awarded $1,500 for Charity in Gamification Experiment

Bottom-Line Performance

After reaching College Hoops Guru status in regular game mode and posting a score of 63,900 in the Grab Bag mode, Kurt Clemenz won our 2013 College Hoops Guru charity competition. We have a winner! The game was built with our Knowledge Guru game engine. If you haven’t given it a spin yet, check it out! The prize? A $1,000 donation by BLP to a charity of Kurt’s choice. He asked us to send the check to Hoosier Veterans Assistance Foundation.

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Saba Player Templates and Best Practices

Learning Developments

Use a player template in saba that will serve as the table of contents for the course. It seems there would be a toggle in Saba for this but I don’t see it as an option in my player template. Regardless, it seems to work well for me and the result is easy and consistent usability with minimal development effort since Saba is handling the table of contents and consolidating the scoring. The question is “what is the best way to create a video based training course in Saba?”

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Game Based Learning: Is It Appropriate For My Association?

Association eLearning

Here are the top 3 game features more tailored to male players: Mastery – while women want to achieve mastery of relevant tasks, men seem to be driven to master any challenge, regardless of the context. Badging works well here, allowing male players to achieve the highest levels. If there’s a way to promote this player’s achievement publicly, even better. Male players want a challenge, so motivating them with “scores to beat” is very effective.

Go Beyond Boring: Creating Scenario-based Learning That Engages Participants (Podcast)

Experiencing eLearning

Since the TLDC community has several D&D players, this version of the presentation has some references and examples related to D&D. His players aren’t engaged. Unfortunately, near the end of the session, Christopher looks around the table at his players.

Branch and Bottleneck Scenario Structure

Experiencing eLearning

The branch-and-bottleneck structure is most often used to reflect the growth of the player-character: it allows the player to construct a somewhat-distinctive story and/or personality, while still allowing for a manageable plot. You might track an overall score or adjust another part of the consequences or intrinsic feedback based on earlier choices. In the example above, players make 3 total decisions, but it’s already 40 screens (1+3+9+27).

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How to Use the Live Leaderboard in Knowledge Guru

Knowledge Guru

You can display this leaderboard on-screen in a live event or send it out to players via email so they can check scores without logging in. They appear in the following order: Overall Top Scores. Top Scores Since X Date (use the instructions below to set a date). Today’s Top Scores. Perfect Scores. Enter the date when your player group will start playing into the text box. Every Knowledge Guru game has a Live Leaderboard.

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Gamified Classroom-based Training Solution for BFSI Client: Engaging Learners for Effective Learning – Video Blog


As a result, gamified learning approach within a classroom setting motivated the players to access more courses and improve their overall knowledge competency. ? Gaming elements such as Scores, Leaderboards, Characters, Avatars, Quizzes, Buzzers and more were included within the program to enhance learner interaction, collaboration and knowledge retention. ? The UI of the game was designed in a way that learners could view their individual team scores.

Game-based Learning & Gamification – Driving Fun & Engagement to Your Corporate Training Experience


Participants are rewarded with scores and badges on completing a certain level, which drives some sense of motivation and achievement among them. Scores: When players give correct answers, they are immediately rewarded with scores to reflect their achievement and motivate them to play and learn more. ? Leaderboard: These highlight the list of players and their individual scores based on their achievements, thereby driving competitive success and teamwork. ?

ARTICULATE STORYLINE 3 & 360: Forced Learner Navigation

The Logical Blog by IconLogic

  For instance, there's an interactive game on a slide (a credit score game you'll learn to create in my Storyline Essentials book). The learner earns 10 points by clicking on slide objects that help improve a person's credit score; they lose 10 points if they click something that hurts a credit score. In the end, learners need to get a perfect score (100%) before moving forward with the lesson. by Kevin Siegel, CTT, COTP.

Including Badges, Improving Collaboration, and Driving Engagement: Rising Scope of Gamification for Corporate Training


Badges, scores, leaderboards, progress bars, and others help companies boost their overall sales, improve customer loyalty, and drive business performance. Scores and badges are popular types of gaming elements which recognize learners on skills mastered. Leader boards display the list of players and their scores based on their achievements at the end of each level, thereby motivating the learners to score more and perform better. ?

ARTICULATE STORYLINE 3 & 360: Forced Learner Navigation

The Logical Blog by IconLogic

  For instance, there's an interactive game on a slide (a credit score game you'll learn to create in my Storyline Essentials book). The learner earns 10 points by clicking on slide objects that help improve a person's credit score; they lose 10 points if they click something that hurts a credit score. In the end, learners need to get a perfect score (100%) before moving forward with the lesson. by Kevin Siegel, CTT, COTP.

Game Element: Rewards

Kapp Notes

The simplist of rewards, the game just tells the game player he or she did a good job. This is a common method of rewarding a player for an accomplishment. The player does something she was supposed to do and is provided with points for the effort. People like to express themselves, often a game will reward a player with the chance to customize his avatar or to customize a unique space within the game. It also deeply taps into a players need for autonomy.

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Goal Orientation in Gamification

Kapp Notes

A player’s goal orientation must be considered when designing achievements, as it will influence how they experience gamification and games through goals they set for themselves. Players who favor a performance orientation are concerned with other people’s assessment of their competence. Players who have a mastery orientation are concerned more with improving their proficiency. Try to keep new players, who are still learning how to play, in a mastery orientation.

Knowledge Guru Adds Smartphone App in 2015 Fall Release

Knowledge Guru

Scores and achievements sync seamlessly between the web app and native app version of Knowledge Guru. Create one game with the Knowledge Guru authoring tool that players can access across all devices. Achievements and analytics will sync for all players, no matter what device they access. Set up reminders for your players to invite them back into the game and to what they have learned. The Fall 2015 release of Knowledge Guru is so small, it fits in your pocket.

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An Educator’s Guide to Using Game Mechanics for the Win


Players seek risks, challenges, rewards, and recognition when they play a game. Badges Players may be awarded badges once they accumulate a certain number of points. Provide a badge every time the player moves ahead without faltering in the scenario. Levels are systems that represent cumulative score. Players can earn some points whenever they reach a milestone, and after they have accumulated a certain number of points, they move a level higher.

Five Lessons From Learning Game Development

Upside Learning

Be absolutely certain about the game objective; what must the player do to win? – If a player chooses not to do anything, the game environment must still change, and adapt to the ‘non-play’. Ideally, there must some penalization of the player for not making moves, after all that’s what the game-play is about. Be sure of how you score players – decide on what variables the score will depend, what clearly defines a winning score and how the system will compute it.

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5 Ways to Use Gamification in E-Learning


When you think about it, grades are similar to leveling up in a course, or achieving a high score on a leaderboard. Gamification, on the other hand, says the complete opposite: your scores are temporary. You can’t earn a top score and rest on your laurels, nor do you have to accept a bad score as a black mark on your educational career. We’re all familiar with the allure of a new high score.

Design e-Learning Like a Game Developer: Provide Incentives for Good Work

Kapp Notes

The search for gold coins, for example, encourages the player to explore the environment and learn more about the game-space in which they are playing. When you see a master warlock with all his robes, crowns and staff, you know that player has achieved the highest level possible in the game. The player’s character is rewarded with goodies that are visible and can be worn. This is seen as a reward by the player and they work hard to move from level to level.

Customizing Game Order

Knowledge Guru

Custom allows game authors to choose how players complete their Drive experience. Use this option if players should be able to move on to other content after being exposed to content in this game. With this option, players will only see one context before another game becomes available. Use this option if players should play the minigame multiple times to gain exposure to the different scenarios and examples presented in the minigame.

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Learning Game Design Series, Part 3: Game Mechanics

Knowledge Guru

A game’s mechanics are the rules and procedures that guide the player and the game response to the player’s moves or actions. So just to be clear, the mechanics describe rules the player follows and the rules the game itself follows. Examples of explicit rules or mechanics that PLAYERS follow. When players pass Go, they collect $200. A level remains locked until a player successfully completes the previous level. (A

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3 Simple ways to gamify your online learning


Think of your learners like players on a journey from novice to master. The game sets a score and adds rules to allow learners to move through the course. Progression: a dynamic map shows players/learners what stage they are at and what’s left to complete. Dynamic polling: players vote on solving the mystery and see what other players are saying. Affirm learners’ progress with tests and scores.

6 Lessons from the Trenches of Digital Learning Game Design at #ASTDTK14

Bottom-Line Performance

an actual scenario and realistic choices for a player to make) or you cannot assess the fun factor and learning efficacy of the game idea. Most players need help figuring out how to play – but typically won’t opt for it if given a choice. However, when you design a tutorial level of play, if players get a choice, they will often OPT OUT of completing it…because they don’t want to take the time. I allocated 8 hours to define the scoring for this game.

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Adding Points, Rewards and Badges to Organizations and Learning

Kapp Notes

While it’s fun to get a high score on a video game, it is just as fun to let others know you are the one who got the high score. The leaderboard is a list of the tops scores in the game so whoever played the game could see all the player’s names or initials and score. It was a simple invention but created a powerful motivator to play the game again and again and gave players a chance to socially interact in discussions around the game and high scores.

Designing a Learning Game? Play these 3 Games First

Knowledge Guru

It is a complex strategy game where the players work together to stop the spread of four diseases. I think playing it brings out a few key questions a learning game designer should ask: When the rules (game mechanics) are pretty complex, what’s the impact to learning the actual knowledge or skill the player is supposed to learn? How would you debrief an experience such as this one with players? It is a bona fide learning game designed to teach players programming logic.

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Elo, who’s the best?


This is the Elo rating system, a method for calculating the relative skill levels of players in zero-sum games such as chess. The principle is to predict the result of an encounter between two players and to carry out this encounter. One has a score of 1,200, the other of 1,600.

A Proposed Definition of “Game”

Kapp Notes

So the definition of a game is “ a system in which players engage in an artificial challenge, defined by rules, that result n a quantifiable outcome. ” A score is related to behaviors and activities which are, in turn, related strategy or movement of pieces. Players -Games involve a person interacting with the content of the game as in a first person shooter or with other players as in multiple player games. What is a game? Famous game board.

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Gamification in eLearning: Touching Base


Games Encourage Both Collaboration and Competitiveness Players help each other improve and yet relish in comparing themselves to each other. You can simply introduce features that would appeal to two types of players: explorers (risk takers) and achievers (reward-seekers). Achievers are motivated by scores—not just grading, but also timing. They would respond well to a series of rapid-fire questions that gives an overall score. When Microsoft introduced Windows 3.1,

What Is Game Based Learning?

Upside Learning

If I incorporate all the course learning objectives into a game setting and keep score – it qualifies as game based learning doesn’t it? Research suggests that if learners are able to score and win the game without learning, they are more likely to do so. In order for a game to be educational, it is imperative that the learners be required to learn in order to score and win the game. The idea is to make the learner/player continue playing the game.

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Make Online Classrooms Fun with Game-Based Learning


Teed (2004) suggests that there are several elements that define an activity as a game: Competition: The score-keeping element and/or winning conditions motivate players and help assess their performance. Players don’t necessarily compete against each other.

Guidelines for Creating the Forest Flight Minigame

Knowledge Guru

You will need to supply these items: A context : an initial description of the situation that provides relevant background to the player in making decisions. A challenge : this is a statement of what the player needs to accomplish or resolve. A starting decision : This is the first decision the player needs to make to start resolution of the challenge. Within any branch, you must provide two choices to players but a maximum of three.

Is Social Learning Super? Gridiron Guru Launches Today!

Bottom-Line Performance

There are global leaderboards for you to track your progress against other players and plenty of social media activity going on via @TheKGuru Twitter account. We’ve decided to make one small change: The top three scores will be entered into a drawing to win the $25 app store gift card. Last week , we announced our new social learning lab and invited you to participate. Gridiron Guru is a social learning game playable on the iPad as a web app or from your desktop.

Game-based Learning for Corporate Training: A Promising Trend for Today & Tomorrow – Part 2


On choosing a particular theme, the player has to perform a specific action, based on which he earns scores or badges. Sometimes, people confuse the term ‘gamification’ with serious games. The former is all about applying gaming mechanics with non-gaming context to encourage learners to participate more and retain for long. Serious games utilize conventional gaming techniques related to serious concepts.