You can use quizzes and mini-games for exams, simulations, training exercises, performance reviews, or self-assessment.
- Allow to have a predefined or random order of questions using the Random Path block.
- It is possible to assign a timer to each question using a Choice block and a countdown with a default action if the time has elapsed.
- Each attempt is automatically evaluated by your logic, whether the answers are made in the form of choices, text to be entered (via the addition of a text variable) or successive combinations.
- Provide adaptive feedback in notifications or scorecards (by customizing a text).
- Ensure that responses are displayed to learners by placing Analytics.
- Ensure that learners understand the answers by remembering their answers (via numeric variables) to challenge them later.
To import an example into your project:
1. Go to Main menu / Project (Project Settings)
2. Then scroll down and click on Import/export
3. Select the Starting Module button, the graph will also automatically be selected.
4. Click on Export, you will receive a zip file
5. Click on Import on the project you want to import to
6. Go to Main Menu / Project (Project settings)
7. Click on Import/Export
8. Click on Import and select the zip file
9. Your imported module and the graphs included will appear on the left in the Modules menu
10. Use a Start/Exit block so that the Storyline can navigate between modules
Examples of Quizzes and Mini-Games
A simplified form of multiple choice using only the options True or False. The True/False question is a dichotomous format, there are only two branches to the tree graph. Therefore there are only two ways to respond; 'True or False'. An equivalent can be found with the Yes/No type questions. To remember whether the user has given the correct answer is simple, just add a boolean variable to the graph.
Multiple Choice Answer
With this type of structure the question can only be a Single Answer. The user will have to choose a single answer from a list of predefined answers. For a Multiple Choice Answer an ordered sequence must be used.
Match the Pairs (text or image)
The answer to each sub question must be chosen from a list of predefined possibilities. For a question like this the first choice allows you to to select an initial element. A second choice allows you to choose which other element to associate it to, a condition validating or not validating the association.
An Ordered Sequence
It's a chain just like 'Match the Pairs' with many elements.
Enter text Strict or Inclusive
This kind of direct testing requires an answer in different characters (text or a series of numbers) entered by the user (and therefore associated with a text variable), which can be recalled by customizing a text.
A strict input has to be conditioned to make the characters entered correspond exactly to the desired answer(s) (pay attention in your choice for the different ways of writing it). Example: Who created the French Empire? Good answer: 'Napoleon'/'napoleon'/'Napoleon'/'napoleon'.
An inclusive entry must be conditioned to make the characters entered correspond in part to the desired answer(s). Example: Who created the French Empire? Correct answer: 'It was Napoleon'/'I think it was Napoleon'....
Numerical or Calculated Question
This type of test allows an encrypted answer via the above question formats. The verification of this answer can be a validated or non-validated with a mathematical operation (via numerical variables).
Insert the missing word
This is a text entry question where the sentence gives the context of the answer(s).
The Likert Scale is a question that allows the response to express the intensity of his or her approval of the advertised sentence. Its structure is similar to that of an MCQ (Single Answer) type question, but the answers are strictly given. You can also display emojis 🙂😐😞 instead of proposals.
- Completely agree
- Neither disagree nor agree
- Disagree completely
Put in order
This is a game where you have to rearrange the sequence. Each statement proposes an element that needs putting into a specific order for it to be correct. There can also be several orders that can be verified by numerical variables.
This is an multiple choice memory structure where the user has to form a message from memory. Using several reformulations at different intervals allows the user to collect the information along the way that can be recalled. This is a good way to calculate comprehension and memorize information.
Keyword or Digital combination
This is a multiple choice structure, answers are offered, or they can write a text entry if there are no other entry options.
Memory (flip the elements and find your match)
Select an item from a large list of hidden information (with the Choice block) can be associated to each proposition with a full screen image that can be passed by clicking (with the Display block) or a text that can be erased (Alert block then Clear feed block).
If a correct pair is found it will appear in the corresponding propositions. You will then have to use the Edit choice block to change the appearance of a proposition according to the double condition of having discovered the pair, until all the propositions have been revealed.
This is the Random Path block leading to a series of Choice blocks that form the basis of questions. The History Thread can go back to this Random Path block. However, in order to not send the user through the same questions, a condition must be created. Do this by using a boolean variable at the beginning of each return of a question, to find out if the user has already been there.
One or more Random Path(s) (incase we want to measure differently the chances of success of certain outcomes) and finally the condition (via a Condition block) equal to the bet variable with that of the outcome.
Card pack (Like Reigns)
This is a Random Path block leading to a series of Display blocks each representing a card, and then a choice to select (or put this card back in the deck to take another one). It is possible to limit the number of cards the user must take via a numerical variable. Each card can influence one or more variables, propose a single or multiple choice which themselves can influence other variables...
The user navigates between packs of cards via Random Paths. Each type of card can be associated with a difficulty (via a numerical variable). By conditioning the difficulty of the scenario for each new card, you can reuse cards from previous packs in new packs representing these increasingly difficult scenarios (via cards having more and more influences on the variables and therefore making statistical anticipation less and less room for error).
Badges are created using Boolean variables that are unlocked as the scenario progresses (thanks to the multiple conditions, which can be modeled at once via the Switch block) and displayed using custom text.
The goal here is to associate each player with his own group of numerical variables. A player finishes his turn when it is indicated (using an Alert or Display block) that he must pass the hand to the next player.
These are successive Choice blocks in a tree structure. They may be accompanied by a map that is accessible via a choice that is always last and whose design can make it unique, symbolizing a menu button for example, via the Edit Choice block, leading to a choice menu.
Each final proposal of the more branched choices leads to an element to be reached.
An Exploration structure without a map with elements to be reached that trigger or are subject to conditions, often by Boolean variables. An escape often has the form of a One true path because there is only one sequenced way to get to the end of the scenario.
This a structure that can be associate to an 'escape game'. In this particular kind of game, there are no variables. The user has to find the only path to succeed, this is why we call it 'one path'. only a few of the sequences appear to be good, you have to go back to find the real path to escape.
A more muscular version, with an interrogation, puts the user in front of another person. The structure is similar to that of 'Exploration'. Several topics of conversation can be covered, but many others will be hidden until the individual (or other elements of the simulation) has given the user more clues.
It is possible to indicate to the user the number of hidden conversation choices (using the Edit Choices block) and to indicate the names of the topics not yet available, for example giving clues as to how the Exploration can be carried out.
Turn by Turn Confrontation
The turn by turn confrontation opposes the user to an adventurer (combat, negotiation...), each having a set of variable values corresponding to attributes. The goal here is to send negative effects to a main variable (Example: Resistance, Health Points...) through its actions.
Warning : many trials can be countered (due to environmental or an immunity penalty of your opponent thanks to their temporary or permanent attributes) or according to the actions randomly defined by the person you are facing.
Here are some examples of attributes listed centered on speech:
- Etiquette: Formulating flattery or veiled insults...
- Conviction: Formulate a rational and unstoppable argument
- Persuasion: Raising awareness of your cause by asorbing emotions
- Policy: Understand the power and interest issues within an organization.
- Diversion: Divert attention by changing the subject.
- Linguistics: Translate all kinds of conversations
- Erudition: Keep up to date with the scientific and technical knowledge of a field.
- Symbolic: Rely on your knowledge of different beliefs (myths, religions, astrology...).
- Manipulation: Get people to act in your own interest.
- Charisma: Sharpen your speach techniques to seduce
- Psychology: Read people's behaviour like an open book.
- Vigilance: Notice notable details or items that have been moved out of context.
- Synthesis: Instantly recognize important elements to remember.
A Confrontation structure where all the user's actions are gathered in a succession of preparatory works before the opponent tries to deconstruct them.
A variable defines the number of turns remaining before the action fails. The History thread goes through a successive series of Choice blocks with a countdown (which is counted in seconds, therfore defining the duration of a lap) and therefore exits from the default Choice block (automatically reached when the countdown of the block reaches 0).
This means you control the exact duration of the sequence since the timing is no longer in the hands of the user.
Quick reflex (QTE)
The user sees his reflexes tested in Quick Time Events, modeled by Choice blocks that generally have only one or two viable choices, the others being disabled choices. The countdown is extremely fast (1 or 2 seconds).
A bad choice (or no choice at all) leads to a defeat (which can be purposefully done and be a conscious choice) leading to the consequence of a loss of opportunity.
Example: 1 second between 2 questions to notice the drop of sweat of your opponent before he wipes it off. A greater reflex skill (via a Vigilance variable) would allow for example to double or triple the time available to pass the test, as if time was slowing down.