![]() The next step is to create your first quiz slide. ![]() These variables will allow us to change the state of the squares on the player grids to hit or misfire, depending on the learner’s answers. (To learn more about adding variables, see this tutorial.) Once I created all of my variables, the variable manager window looked like this: Remember that list of squares with ships on it we made earlier? It’s time to get that out! We’re going to create a number variable for each of the squares in the enemy’s ships column with a default value of 1. Create Variables for Enemy Squares with Ships To add this trigger to all of the other empty squares on the enemy’s grid, simply select the trigger, click Copy Trigger, select all of the other empty squares, and choose Paste Trigger. (If you’re new to triggers, read this tutorial to see how they work.) Here’s what it should look like: For each of these squares, we’ll add a trigger so that when the learner clicks, the miss state will appear. Now let’s add the interactivity, starting with the enemy squares without ships on them. Since the squares in the learner’s grid are transparent and the squares in the enemy’s grid have a fill color, the states look slightly different. For the misfire state, I combined a circle and four lines to create a crosshair icon. Note that all of the learner squares are already transparent, so only the enemy square hit and miss states needed to be adjusted at this level. If you’re not sure how to add states to an object, check out this tutorial before moving on.įor the hit and miss states, I inserted a colored explosion shape-red for hit, blue for miss-and changed the fill color of the rectangle to None, so the square is transparent. For each square I created custom states named hit (correct answer), miss (no ship is present), and misfire (incorrect answer). For the e-learning version, I created this third option: If learners find the ship but get the corresponding question wrong, they don’t get the points. The real Battleship game offers only two possibilities: players either hit or miss their enemy’s ships. These serve as visual cues to the learners about how they’re doing. Now that your player grids are set up, it’s time to add states to your squares. We’ll use this list later, so keep it handy! 2. ![]() Once your ships are in place, make a list of all the squares the learner’s ships and the enemy’s ships are on. When the learner clicks on these squares, they will be brought to the corresponding question slide. ![]() (In my example, each player has three ships that span eight squares, so I have eight total questions.) Then place your ships on the grids as desired. Each player should have the same number of ships and squares overlapped. The number and size of your ships depends on how many quiz questions you’d like to include. Next, design your ships using a combination of shapes, or insert them as images. The left grid squares are named as follows (from left to right and top to bottom): W1, W2, W3, W4, X1, X2, and so on. In this example, I’ve given each row a letter and each column a number, as pictured below. This will make the rest of the process much easier. I’ll explain why later on in this article.īefore moving on, you should create a naming convention for your squares. The squares on the right (in the enemy’s grid) should have the same fill color as the slide background. The squares on the left (in the learner’s grid) should have no fill color. To do this, just insert the number of squares needed using the “insert shapes” feature, and arrange them in a grid. Create Player Grids and Shipsįirst, you’ll create your gameboard. The detailed explanations and screenshots will ensure you get it right the first time. If you’ve been wanting to give e-learning games a go, but have been too intimidated by triggers and variables, this step-by-step tutorial is the perfect jumping-off point. Don’t be put off by the number of steps-it’s a lot easier than it looks. In this article, I’ll show you how I built this from A to Z. But to your learners, the game elements can mean the difference between a snoozefest and a fun and meaningful learning experience! When you strip away the game elements, it’s just a simple quiz. Take this e-learning battleship game, for example. That makes sense! But that doesn’t mean your quizzes have to be boring. Quizzing is a huge part of e-learning course development, because you want to know if learners have understood the material. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |