Category: mLearning

06 Nov 2018

2 Player Jeopardy Game in SL360 #209

Hello Everyone,

Created a Jeopardy game for this weeks eLearning heroes challenge #209.

Just like any normal game—this game also has 2 modes:

  1. Single Player Mode: that allows a single player to accumulate the maximum $ amount by answering random questions correctly.
  2. Multi Player Mode: that allows two players to compete with each other and the player with maximum $ amount wins.

 

 

Once the player selects the game mode, he will be asked to enter the player(s) name(s) and “Start the Game” button will appear (as shown above).

Based on the mode selection, clicking “Start the Game” button will take the player to the next slide that contains Jeopardy board(s) with various $ amounts.

 

 

On selecting any $ amount, a layer pops up with 6 categories, out of which only two (General Knowledge and Inventors and their Inventions) are functional in this sample game.

 

 

Both the above categories are linked to their own separate question banks. Each question bank contain 30 questions which are being fetched randomly. These questions are storyline’s default multiple choice graded questions.

In order to increase the difficulty level, added a 15 second timer to each question. The player has to answer within the stipulated time.

 

 

In case of multi player mode, the players get a chance to select the $ amount and answer the questions turn by turn.

If the player answers the question correctly, a thumbs up sign pops up and later a tick mark appears on top right of the selected $ amount else a thumbs down sign pops up and later a cross mark appears.

 

 

NOTE: Everything in this sample game is developed in storyline itself using Shapes, Variables and Triggers, except the first page, it contains 2 web objects:

  • Jeopardy – Title animation
  • Progress bar.

 

Before you give it a try, check out the below video demo:

Link to Mobile Compatible (Html5) Output: http://bit.ly/2J9Pbrx

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.