Category: M-Learning

02 Nov 2016

Find Kick Buttowski- Shuffle Game in SL2

Hello everyone, here’s an example of gamification in e-Learning. The main aim of this game is to improve user’s concentration skills along with providing him information about skateboarding.

Here cute and notorious Kick Buttowski jumps into one of the 3 available boxes randomly and the boxes start shuffling on click of “Start the Game” button. 

The user needs to focus and keep track of the box in which Kick Buttowski is and click it to get him out,

but beware..if the user chooses the wrong box, there is a punishment, yes you guessed it right, the user will have to answer a random question about skateboarding, fetched from a question bank.

The game play is divided into 3 main slides based on the shuffle speed (Normal, Moderate and Insane).

1) Normal – In normal speed mode, the users will have 3 chances to find the correct box and for each correct find they will be awarded 20 points. Just in case a user fails to find the correct box in which Kick Buttowski is, he will be redirected to a random question about skateboarding.

  • On correctly identifying the box in which Kick is: POINTS AWARDED 20
  • On correctly answering the question: POINTS AWARDED 10
  • On incorrect answer : NO POINTS AWARDED.
 
 

2) Moderate – In moderate speed mode, again the users will have 3 chances to find the correct boxes and for each correct find they will be awarded 20 points. In this case the shuffle speed is higher than the normal speed mode and a separate question bank that contains questions of slightly higher difficulty level is used.

  • On correctly identifying the box in which Kick is: POINTS AWARDED 20
  • On correctly answering the question: POINTS AWARDED 10
  • On incorrect answer : NO POINTS AWARDED.

3) Insane– In Insane mode, the users will have 4 chances to find the correct boxes and for each correct find they will be awarded 20 points. Here the users will have to give it their all as the shuffle speed is twice the moderate speed and the question bank contains really difficult questions.

  • On correctly identifying the box in which Kick is: POINTS AWARDED 20
  • On correctly answering the question: POINTS AWARDED 10
  • On incorrect answer : NO POINTS AWARDED.

The maximum score that a user can attain is 200. On completing all levels, the following slide will be displayed:

—————————————–Whats under the hood?——————————————-

  • Used a web object that allows me to shuffle the boxes seamlessly and created variables in JavaScript to bridge the gap between SL2 and JS. 
  • As shown below, I have created 3 Different slides for different speed levels (Normal/ Moderate/ Insane)

  • The blank slides that you see below are used for redirecting to the appropriate speed level.
  • I have created 3 different question banks, 1 for each speed level. All of them have 9 Questions each.
  • Question bank 1 has easy questions for normal speed level.
  • Question bank 2 has slightly difficult questions for moderate speed level.
  • Question bank 3 has very difficult questions for Insane speed level.
  • Every time a wrong box is clicked, a random value is fetched (any value from 1 to 5) and according to that random value corresponding slide with question comes up.

Here’s the demo link: https://goo.gl/iDMrDF

This Example is Inspired by “Find Candies” shuffle game,created by Avinash Sharma.



27 Aug 2015

The relevance of mLearning in eLearning

 Click on the image to view the full animated graphic

Readers let’s explore today the importance of mLearning or Mobile Learning in imparting eLearning courses. E-learning refers to any kind of learning and teaching which is electronically supported. The use of any form of digital communication, electronic devices or internet to deliver learning along with the education technology falls under eLearning. The term mlearning is narrower than eLearning. Actually, mlearning simply means an eLearning that can be accessed via mobile. This type of learning can be accessed via portable devices which allows students to learn in different environment according to their wish.

With the escalation of mobile devices in our day to day life mLearning is getting lots of press. Moreover, the increased capabilities of today’s smartphones also influence learners to witness mLearning experiences. The term mLearning has grown enormously in the past few years. A recent Cisco reports revels that an average 21 year adult spends approximate 5000 hours on video games, 10,000 hours on phone and receives 250,000 emails a year.

Training organizations are under pressure to support learners at the time and place of need, using the devices that the learners are using. This means developing both instructional and support content for the mobile environment in spite of any difficulties.

The future is mobile, and so too will be learning. We can argue about when this whole mobile revolution started, and there were certainly highly capable smartphones like the BlackBerry available before the introduction of the iPhone and the iTunes App Store, but that’s when we actually began to see the potential and the impact mobile would have on our generation. Since then, mobile devices and apps have only gotten better, faster, and more innovative, and if there’s something the app development community has shown us, time and time again, it’s that mobile offers new possibilities never possible on PCs. This is precisely how we should think about mLearning as compared to eLearning.

There are a lot of reasons why you might want to go mobile. Understanding the reasons why will help you make important course design decisions. While this isn’t a comprehensive list, here are four major reasons to go with a mobile solution:
·        User convenience: People who have mobile devices often want to access content on them. They may want to take a course or look up the steps to a process on the train home from work, while sitting in a comfy chair, or on a “second screen” while working on their computers. In this case, you may not really need to alter traditional course or performance support design, but rather just want it to play well on the mobile device. z
·        Mobile workforce: You may have a workforce that is rarely at a desk with a computer. This could be anyone from a traveling salesperson to a retail associate to a warehouse worker. These users may not have the option of using a PC or Mac and must use a mobile device.
·         Mobile need: This option is a subset of “mobile workforce” and includes situations in which the user is not near a computer at the time of need. This makes it a performance issue (I need to look up product data while on the sales floor) instead of just a time-management issue (It’s convenient to take my compliance training while I’m on the road).
·        Mobile device features: You may have a learning need that benefits from integration with a mobile device’s features, such as the camera, contacts, GPS, or accelerometer. Tapping into these features requires special programming and will rule out many rapid authoring tools.