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How to Create E-learning Content in Flash

Creating E-learning Content

Getting started with Flash learning interactions

About Flash learning interactions

Including a Flash learning interaction in a document

Using the quiz templates

Setting the quiz parameters

Modifying learning interactions in a quiz

Configuring a Learning Interaction component

Adding learning interactions to a quiz template

Adding learning interactions to a document that doesn't use a quiz template

About managing library assets for learning interactions

Removing a learning interaction from the Timeline

Testing to see if a movie clip is broken apart

Changing the appearance of a learning interaction

Changing the images in a graphical learning interaction

Changing buttons, check boxes, and radio buttons

Sizing

UI component graphics

UI component text

About using components within a learning interaction

Testing a quiz

Configuring learning interactions

Configuring a Drag and Drop interaction

Adding and removing Drag objects and Target objects

Configuring a Fill in the Blank interaction

Configuring a Hot Object interaction

Adding and removing hot object distractors

Configuring a Hot Spot interaction

Adding and removing hot spot distractors

Configuring a Multiple Choice interaction

Adding and removing multiple-choice distractors

Configuring a True or False interaction

True or False interaction distractors

Adding, naming, and registering assets

About naming Learning Interaction component instances

Naming UI components (RadioButton, CheckBox, Button, and TextInput)

Naming dynamic text fields

Registering dynamic text fields and UI components

Naming and registering graphic distractor

Text field names

Asset name defaults

Drag and Drop learning interaction asset names

Fill in the Blank learning interaction asset names

Hot Object learning interaction asset names

Hot Spot learning interaction asset names

Multiple Choice learning interaction asset names

True or False learning interaction asset names

Setting feedback options for a learning interaction

Setting Knowledge Track options for a learning interaction

Setting navigation options for a learning interaction

Setting control button labels for a learning interaction

Tracking to AICC- or SCORM-compliant learning management systems

Overview of the communication for AICC- and SCORM-compliant content

AICC communication overview

SCORM communication overview

Preparing Flash learning interactions for web hosting

Preparing an AICC-compliant learning interaction for web hosting

Preparing a SCORM-compliant learning interaction for web hosting

Extending learning interaction scripts

Accessing cumulative tracking data through the SessionArray

Possible uses

Tracking properties available in the SessionArray

Predefined property names

Basic structure of the Learning Interaction scripts and components

Reviewing or editing the LToolboxClass script

 

Creating E-learning Content

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Adobe Flash Basic 8 and adobe Flash Professional 8 learning interactions help you create interactive online (e-learning) courses that run in Flash. Using the Flash learning interactions has many benefits:

  • Anyone with a Flash-enabled web browser can use the instructional content you create.

  • You can customize the interface to meet your needs. Because you are using Flash, you can create high-quality interfaces that load quickly and look the same on different platforms.

  • You can easily add interactions to your online course with the Flash Learning Interaction components, which provide a simple interface for entering data without writing code.

  • Each individual Flash learning interaction can send tracking information to a server-side learning management system (LMS) that complies with the Aviation Industry CBT Committee (AICC) protocol or Shareable Content Object Reference Model (SCORM) standards.

  • Additionally, the quiz templates track cumulative results from a sequence of interactions and can pass them along to the LMS using an enhanced data tracking functionality that conforms to either AICC or SCORM standards

 

Getting started with Flash learning interactions

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Your e-learning courseware runs on any computer with adobe Flash Player 6 or later and a Flash-enabled web browser.

To track user data from the Flash learning interactions, you must have a web server-side LMS, such as an AICC- or SCORM-compatible system. In addition, users must have Internet Explorer 4.0 or Netscape Navigator 4.0 or later (Windows), or Netscape 4.5 or later (Macintosh). Tracking to an LMS with learning interactions does not work with Internet Explorer on the Macintosh.

 

About Flash learning interactions

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An interaction is a part of a Flash application in which the user interacts with the application to provide a response. A typical response might be answering a question, selecting from the answers True or False, or clicking an area of the screen. You can use the six learning interactions included with Flash to build interactive courseware:

True or False In this type of interaction, the user responds to a question with the answers True or False.

Multiple Choice The user responds to a multiple-choice question.

Fill in the Blank The user types a response that is checked against matching phrases.

Drag and Drop The user responds to a question by dragging one or more onscreen objects to a target.

Hot Spot The user responds by clicking a region (or regions) on the screen.

Hot Object The user responds by clicking an object (or objects) on the screen.

Each learning interaction has unique parameters that determine how the interaction appears to the user. The interactions are Flash components, which makes them easy to implement and configure in a Flash document. For additional information about Flash components,

 

Including a Flash learning interaction in a document

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You can use either quiz templates or stand-alone interactions in your Flash documents:

  • The quiz templates are designed for scenarios in which interaction-based quizzes are required or tracking is necessary. The quiz learning interactions are graphically designed to fit into the quiz format. The quiz templates contain a mechanism that counts a cumulative score and starts and stops the necessary tracking in both AICC- and SCORM-compliant APIs.

  • The stand-alone interactions are designed for scenarios that require a single interaction, or a series of interactions that need to fit into a specific layout within a Flash document. These are available from the common library and are graphically designed for stand-alone use. You can track the results for each individual stand-alone interaction and submit them to an AICC-compatible LMS.

To initialize SCORM tracking, you must use a quiz template..

 

Using the quiz templates

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Each of the three quiz templates that come with Flash has a different graphical look and feel, but they are otherwise identical. Each template contains the following elements:

  • A Welcome page

  • One of each of the six learning interaction types

  • A Results page

  • Navigation elements

ActionScript to gather AICC and SCORM tracking information

The quiz templates provide built-in navigation to move among interactions. They also include ActionScript that can pass tracking information to a web server.

The quiz templates are fully functional. After creating a new document from a quiz template, you can immediately test the document, before modification, to see how the quiz functions.

Included with a quiz are each of the six learning interaction types that are stored in movie clips in the library. These movie clips are simply containers for the collection of elements that comprise each interaction. You break apart the movie clips to edit the pieces.

To create a quiz:

  1. Create a new file by selecting File > New.

  2. In the New from Template window, select the Templates tab.

  3. In the Category column, select Quiz; then in the Templates column, select one of the quiz styles. s.

 

Setting the quiz parameters

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After you create a new file and select one of the quiz templates, the next step is to set the quiz parameters. These parameters control how the entire quiz is presented to users--for example, whether the questions are presented in a random or sequential order, the number of questions to display, and whether the Results page appears.


To set quiz parameters:

  1. Select the Quiz Options component with instructions to the left of the Stage in the quiz template. The component lets you set the parameters for the quiz.

    NOTE These instructions do not appear in the SWF file.

  2. Do one of the following to open the Component inspector:

    • Select Window > Component Inspector.

    • In the Property inspector, click Launch Component Inspector.


NOTE If the text in the Component inspector is too small to be legible, drag a corner of the panel to enlarge it. You may need to undock the panel to enlarge it.

  1. Select Randomize if you want the quiz questions to be presented in a random order and not necessarily in the order in which they appear in the Timeline.

  2. In the Questions to Ask text box, specify the number of questions to ask for one presentation of the quiz. If you set this number to 0, the quiz uses all the questions you add to the document. If you enter a number larger than the number of questions in the quiz, the quiz displays only the number of questions that are in the quiz and does not duplicate any of them.

  3. For example, if you have 10 interactions in your quiz, you can specify that a lesser number, such as 5 interactions, appear to the user. This feature is especially helpful when used with the Randomize feature to create quizzes with unexpected questions in an unexpected order.

  4. Enter the URL to redirect the user.

  5. When an AICC-compliant LMS starts a quiz, it includes parameters that the HTML code looks for when it executes the embed tag for the Flash application and the course loads properly. If no parameters are specified, the user is redirected to the URL specified in the Login File URL field. If this field is blank or the Flash file was published with the SCORM template, the redirect does not occur.

  6. In the Activity ID and Activity Name text boxes, enter the activity ID and activity name of your LMS, if you are using one. If you are not using an LMS, you can either accept or delete the default entries.

  7. Select Show Results Page if you want to present quiz results to users after they have completed the quiz.

 

Modifying learning interactions in a quiz

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Each question in the quiz is considered an interaction. When you use a quiz template, you place interactions sequentially between the first and last frame of the Interactions layer on the root Timeline. You may add or remove frames and keyframes as needed, as long as the interactions remain sequential and the first and last frames are reserved for the Welcome page and Results page. The number of frames between the Welcome and Results page keyframes are used to calculate the score.


 

For example, the following frames would comprise a 10-question quiz:

  • Frame 1 = Welcome page keyframe

  • Frames 2-11 = interactions keyframes

  • Frame 12 = Results page keyframe

These 12 keyframes are on the Interactions layer.


To modify learning interactions in a quiz template:

  1. Select the first frame in the Interactions layer and make any modifications you want to the text of the Welcome page. Make sure you include text to indicate that the user must click the Next button to continue. Do not add an interaction to this page.

  2. Select each of the learning interactions in the next six frames and do one of the following:

    • If you want to use the interaction, follow the instructions in Configuring a Learning Interaction component.

    • If you do not want to use the interaction, follow the instructions in Removing a learning interaction from the Timeline.

  3. Select the last frame in the Interactions layer and make any modifications you want to the text of the Results page. Make sure to leave the supplied dynamic text field names intact, though, or the results will not appear. Do not delete or place interactions in this frame. If the Results Page quiz parameter is turned off for the quiz, this frame is not called, but it is still reserved.

 

Configuring a Learning Interaction component

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Included with each quiz template is one of each of the six learning interaction types, stored in movie clips in the library. These movie clips are simply containers for the collection of elements that make up each interaction. When you add an interaction (movie clip) to the Stage, you must break it apart to edit the individual objects.

To configure a Learning Interaction component:

  1. With the entire learning interaction selected, select Modify > Break Apart. This breaks the interaction into individual objects that can be modified.

    NOTE Make sure that you break apart the interaction only once. See Testing to see if a movie clip is broken apart.

  2. Deselect all the items on the Stage (Control+Shift+A).

  3. Select the Learning Interaction component.

    NOTE Do not delete these instructions from the document; they contain necessary ActionScript code and do not appear in the SWF file.

  4. In the Property inspector, click Launch Component Inspector.

  5. If the Flash application will send tracking information to a server-side LMS, specify a name for the interaction in the Interaction ID text box. You should uniquely name each interaction in the quiz as specified by your LMS. Each interaction in the quiz templates is uniquely named. However, if you add interactions from the library or you are not using the quiz template, make sure to uniquely name each interaction in your file.

  6. In the Question text box, type the text you want the user to see. This text can be a question and/or instructions for the user.

    NOTE Documents created using a quiz template have the Knowledge Track option turned on and the Navigation option turned off (the default settings) for each learning interaction, because the quiz template has its own navigation controls.

  7. At the bottom of the Component inspector, click Options and enter feedback and Knowledge Track parameters for the learning interaction. See Adding, naming, and registering assets, Setting Knowledge Track options for a learning interaction, and Setting navigation options for a learning interaction.

    NOTE Documents created using a quiz template have the Knowledge Track option turned on and the Navigation option turned off (the default settings) for each learning interaction, because the quiz template has its own navigation controls.

  8. (Optional) Click the Assets button, and change the assets for the learning interaction.

 

Adding learning interactions to a quiz template

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When you use a quiz template, you add learning interactions to the Interactions layer.

To add an interaction to the Timeline when using a quiz template:

  1. In the first layer of the Timeline, select the frame that precedes the frame number in which you want to add the interaction.

    For example, if you want to add an interaction to Frame 8, select Frame 7.

  2. Shift-click the same frame number on the other layers to also select those frames.

  3. Right-click (Windows) or Control-click (Macintosh) a selected frame and select Insert Frames to extend the Timeline evenly across all layers.

  4. On the Interactions layer, select the frame you added and select Insert > Timeline > Blank Keyframe.

  5. To add an interaction, do one of the following:

    • To copy and paste an interaction that already exists in the Timeline, right-click (Windows) or Control-click (Macintosh) the keyframe with the interaction and select Copy Frames. Paste the frame in the blank keyframe that you inserted in step 4. In this copy of the interaction, modify objects on the Stage or the settings in the Component inspector, as desired.

    • To use an interaction from the library, drag the desired interaction movie clip type from the Learning Interactions library (Window > Common Libraries > Learning Interactions) to the blank keyframe. Break the interaction apart (select the interaction and select Modify > Break Apart), and edit the assets and parameters.

 

Adding learning interactions to a document that doesn't use a quiz template

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If you are adding learning interactions to a Flash document that does not use a quiz template, you can place stand-alone learning interactions in the Timeline in a single frame, sequential frames (for example, 10 questions in 10 sequential frames), or labeled frames.


To add a stand-alone learning interaction to the Timeline when not using a quiz template:

  1. If you are adding interactions to a document that does not use the quiz template, select the appropriate layer, and then select Insert > Timeline > Blank Keyframe.

  2. Select Window > Common Libraries > Learning Interactions.

    The Learning Interactions library appears.

    The library includes six types of learning interaction movie clips: Drag and Drop, Fill in the Blank, Hot Object, Hot Spot, Multiple Choice, and True or False. In addition, there are folders called Assets, Graphics, and UIComponents. These are used for customizing learning interactions.

  3. Select the new keyframe you created, and then drag one of the Learning Interaction movie clips from the Library panel to the Stage.

  4. Reposition the interaction by dragging it to where you want it to appear on the Stage.

  5. Configure the learning interaction.

    NOTE Watch the frame count across layers as you add and remove keyframes. Make sure that all layers end at the same frame number along the Timeline so that the frame count is the same in all layers.

 

About managing library assets for learning interactions

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When you drag a learning interaction from the Learning Interactions common library to the Stage, the symbols that comprise the learning interaction are copied from the common library to the library of the Flash document you are creating. For example, if you copy a Hot Object learning interaction from the Learning Interactions common library to your document, the symbols in the following illustration become part of the document library.



If you're using a quiz template, the learning interaction symbols are already included in your document library.

To manage library assets, it is a good idea to create folders for each graphical interaction and place the folders within the Assets folder. You can then keep the movie clips associated with the interaction within the new folder.

 

Removing a learning interaction from the Timeline

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When you remove a learning interaction from the Timeline, it is important to maintain the sequence of learning interactions. If you remove a frame from the Interactions layer, you also need to remove it from all other layers.

To remove an interaction from the Timeline:

  1. On the Interactions layer, select the keyframe containing the interaction to be deleted. Shift-select the same frame number on other layers if you want to also delete those frames.

  2. To delete frames across all layers, do one of the following:

    • Right-click (Windows) or Control-click (Macintosh) the keyframe and select Remove Frames.

    • Select Edit > Timeline > Remove Frames.

NOTE Watch the frame count across layers as you add and remove keyframes. Make sure that all layers end at the same frame number along the Timeline so that the frame count is the same in all layers.

 

Testing to see if a movie clip is broken apart

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It is a good idea to check whether a learning interaction is broken apart or still grouped within the movie clip container.

To verify whether a learning interaction is broken apart:

  • Select a text field or any other single element of the learning interaction on the Stage.

    If a grouped object is selected, the interaction is not broken apart.

    If you can select a single text field or another element, then the interaction has been broken apart and you can proceed with editing.

 

Changing the appearance of a learning interaction TOP

After you have added a learning interaction to the Stage and broken it apart, you can place and size most assets the same as you would in any other Flash document. For example, you can extend text fields so they can accommodate more lines of text, and you can adjust the font, size, color, and other text properties. However, making changes to certain Flash components, such as buttons, check boxes, and radio buttons within learning interactions, requires less common processes.

 

Changing the images in a graphical learning interaction

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For Drag and Drop, Hot Spot, and Hot Object learning interactions, you change the appearance of the graphic distractors (the selectable choices) in the interaction to suit the purposes of your course.

To change the images in a graphical learning interaction:

  1. If it has not been broken apart, select the learning interaction movie clip and the select Modify > Break Apart.
  2. Select the placeholder graphical objects, such as the four placeholder Drag objects and four placeholder Target objects, and delete them.
  3. To add your own custom Drag object(s), create or import a graphic and convert it to a movie clip symbol (Modify > Convert to Symbol).
  4. Place an instance of the symbol in the desired location on the Stage. In the Property inspector, type the name of the movie clip instance, such as DragA, in the Instance Name text box.
  5. In the Component inspector for the interaction, enter the same instance name (such as DragA) of the movie clip in the appropriate Name text box. The Component inspector should include only the unique instance names of the movie clips that you're using for the current interaction.
  6. Repeat steps 3-5 for additional graphical objects within the interaction.

NOTE The graphics for navigation buttons and for True or False and Multiple Choice interactions are created using Flash UI components. Only intermediate and advanced users should change these graphics. You can also resize and slightly modify the appearance of these graphics.

 

Changing buttons, check boxes, and radio buttons

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The learning interactions use the Flash user interface (UI) Button, CheckBox, RadioButton and TextInput components. You must use these UI components within the learning interaction movie clips. The learning interaction scripts use the internal features of the UI components to function properly.

The quiz templates already contain all the necessary UI components for each interaction. To use UI components in Flash MX or later documents, you must publish the SWF file using ActionScript 2.0.

 

Sizing

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The Button components used for the Control button and Reset button can be scaled to fit your needs, as can the CheckBox, RadioButton, and TextInput components.

To set the width and height of the Button, CheckBox, and RadioButton components:

  • Select the component and change its settings in the Property inspector.

 

UI component graphics

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There is a defined process for changing the skin of a component.

 

UI component text

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You can use the GlobalStyleSheet object to change the text characteristics of a UI component.

 

About using components within a learning interaction

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To use Flash UI components with a learning interaction, you simply add the UI components to the interaction assets and name their instances. You then need to register the instance names with the component associated with that interaction. Each learning interaction already contains the appropriate UI components as named instances.

NOTE UI components have a Component inspector associated with them. The learning interaction scripts override the UI Component inspector at runtime. There is no need to fill out individual parameters for each Button, CheckBox, RadioButton or TextInput component.

 

Testing a quiz

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WIt is important to test a quiz frequently as you add and remove interactions.

To test a quiz:

  1. Select Control > Test Movie.

    The quiz appears in the Flash Player window.

  2. Answer the questions as they appear.

  3. When you complete the quiz, close it in the Flash Player window to return to the workspace in which you edit the document.

 

Configuring learning interactions

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For each of the six interactions, you must enter specific parameters for the quiz to function properly. A Drag and Drop interaction requires that you specify the Target object and the Drag object. Each Target object and Drag object is referred to as a distractor. A distractor is simply one of a series of selectable choices. This term is used for the choices in each of the learning interactions. For example, with a Multiple Choice learning interaction, you enter the multiple-choice distractors.

 

Configuring a Drag and Drop interaction

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You can use as many as eight Drag objects and eight Target objects in each Drag and Drop interaction. Each Drag object can snap to any target named in the Drag and Drop component for evaluation. Drag objects can also share targets; for example, both Drag 1 and Drag 2 can match Target 8. You can also specify a target without matching a Drag object to it, which lets you add incorrect target distractors for evaluation.

Each Target object and Drag object is referred to as a distractor. A distractor is simply one of a series of selectable choices. This term is used for the choices in each of the learning interactions.

To configure a Drag and Drop interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the Drag and Drop interaction (Frame 2, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question. In the Drag Object Name column, list the instance names for the Drag objects on the Stage.

    Each Drag object must have a unique name. If you add a new Drag object on the Stage, make sure to enter its name here.

  3. In the Matches Target Name column, list the matching target instance name for that Drag object.

  4. Each target must have a unique name. If you add a new target on the Stage, make sure to enter its name here.

    If you enter a Drag instance name in the Drag Object Name column, you need to enter a corresponding Target instance name in the Matches Target Name column. However, you can enter a Target instance name in the Matches Target Name column without a matching Drag instance name. This adds a target that can be snapped to but is not evaluated as a correct match.

  5. Select Snap to Start to make the Drag objects snap back to their original position if they do not snap to a registered target.

  6. Select each instance of the Drag object or Target object on the Stage. Use the Property inspector to give each instance the same instance name that you specified in the Component inspector.

 

Adding and removing Drag objects and Target objects

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You can change the default number of four objects and four targets by adding more objects and targets or by deleting existing objects and targets. You can include from one to eight Drag objects and one to eight Target objects in a Drag and Drop learning interaction.

To add a Drag object or Target object:

  1. Create a movie clip symbol containing the graphics for the object. For example, if you have an interaction that has six types of fruit, and you want to add a seventh choice, create a graphic of the seventh fruit and place it in the library.

  2. Select the Drag and Drop learning interaction in the Timeline, and then drag the symbol from the Library panel to the Stage.

  3. In the Property inspector, name the instance.

  4. Add the instance name to the Component inspector for the Drag and Drop object.


    The component does the rest of the work automatically at runtime.

To remove a Drag and Drop object:

  1. Select the Drag and Drop instance that you want to remove, and delete it from the Stage.

  2. Select the Drag and Drop component (to the left of the Stage in the quiz template), and then display the Component inspector by opening it from the Property inspector, if necessary.

  3. Remove the deleted object's instance name from the appropriate column in the Component inspector.

 

Configuring a Fill in the Blank interaction

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A The Fill in the Blank interaction uses a question text field, a user entry text field, a control button, and a feedback text field.

To set up a Fill in the Blank interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the Fill in the Blank interaction (Frame 3, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question.

  3. In the Component inspector, do one of the following to enter one to three possible correct answers:

    • Type the text for the responses that the user can enter that are considered correct responses. Select the Correct option to the right of the correct responses.

    • To set up the interaction to accept all responses except those you type, enter the invalid responses in the list and deselect the Correct option to the right of them. Then select the Other Responses option, to indicate that all other responses are correct.

  4. Specify whether the matching responses are valid only if they match the case of the text you entered (by selecting Case Sensitive) or if they are valid regardless of the capitalization the user enters (by deselecting Case Sensitive).

  5. Specify whether the matching response must be an exact match. If you select Exact Match, a correct response matches only if the user enters the text exactly as it appears in your response. With Exact Match deselected, an answer is considered correct if it contains the correct word. For example, if the answer is zebra and the user enters striped zebra, the answer is considered correct. This feature does not work if the correct answer is more than one word.

 

Configuring a Hot Object interaction

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The Hot Object interaction accepts one to eight hot objects. The default sample uses six hot objects.

To configure a Hot Object interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the Hot Object interaction (Frame 5, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question.

  3. For each object, select or deselect the Correct option to specify whether the object is considered a correct or incorrect response when the user clicks it. You can have multiple correct selections.

  4. Select each instance of the Hot Object interaction on the Stage (you can delete the placeholder instances and place your own movie clip instances on the Stage). Use the Property inspector to give each instance the same instance name that you specified in the Component inspector.

 

Adding and removing hot object distractors

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You can change the default number of six distractors (choices) by adding more distractors or deleting existing distrators. You can include from one to eight hot object distractors in a Hot Object learning interaction.


To add a hot object distractor:

  1. Create a movie clip symbol containing the graphics for the hot object distractor. For example, if you have an interaction that has six types of fruit, and you want to add a seventh choice, create a graphic of the seventh fruit and place it in the library.

  2. Select the Hot Object component on the Stage, and then drag the symbol from the Library panel to the Stage.

  3. In the Property inspector, name the instance.

  4. Add the instance name to the Component inspector for the hot object.


    The component does the rest of the work automatically at runtime.

To remove a hot object distractor:

  1. Select the Hot Object movie clip instance that you want to remove, and delete it from the Stage.

  2. Select the Hot Object component (to the left of the Stage in the quiz template), and then display the Component inspector by opening it from the Property inspector, if necessary.

  3. Remove the deleted object's instance name from the list in the Component inspector.

 

Configuring a Hot Spot interaction

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The Hot Spot learning interaction sets up an interaction in which the user responds by clicking an object (or objects) onscreen.
 

An example of a Hot Spot interaction created with the quiz template

To configure a Hot Spot interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the Hot Spot interaction (Frame 5, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question.

  3. For each hot spot, select or deselect the Correct option to specify whether the object is considered a correct or incorrect response when the user clicks it. You can select multiple correct answers.

  4. You can delete the placeholder instances on the Stage. Place your movie clips on the Stage and use the Property inspector to give each movie clip the same instance name that you specified in the Component inspector.

 

Adding and removing hot spot distractors

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You can include from one to eight distractors (choices) in a Hot Spot learning interaction. You can change the default number of six distractors by adding more distractors or deleting existing distrators.

In general, you place the hot spot distractors over another graphic that the user is really intended to see. You might want to make your hot spot assets semi-invisible during authoring to visualize this effect. You can do this by turning the alpha effect setting down on each hot spot. The interaction scripts override this setting at runtime.

To add a hot spot distractor:

  1. Create a movie clip symbol containing the graphics for the distractor object. For example, if you have an image that will have six hot spots, and you want to add a seventh choice, create a movie clip of the seventh graphic and place it in the library.

  2. Select the Hot Spot component on the Stage, and then drag the symbol from the Library panel to the Stage.

  3. In the Property inspector, name the instance.

  4. Add the instance name to the Component inspector for the hot spot.

    The component does the rest of the work automatically at runtime.

To remove a hot spot distractor:

  1. Select the hot spot instance that you want to remove, and delete it from the Stage.

  2. Select the Hot Spot component (to the left of the Stage in the quiz template), and then display the Component inspector (Window > Component Inspector).

  3. Remove the deleted object's instance name from the list in the Component inspector.

 

Configuring a Multiple Choice interaction

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In a Multiple Choice interaction, the user responds to a question with multiple answers; either one answer or several answers can be correct.


To configure a Multiple Choice interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the Multiple Choice interaction (Frame 6, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question.

  3. Type the possible responses for the interaction (A-E).

    NOTE You do not need to provide five responses. You can delete a response, but make sure to replace it or move any following responses up to the previous text box, if necessary, so that there are no blank text boxes between responses.

  4. Select or deselect the Correct option to specify whether each response is considered correct or incorrect. You can have multiple correct answers.

 

Adding and removing multiple-choice distractors

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You can include from one to eight distractors (choices) in a Multiple Choice learning interaction. You can change the default number of six distractors by adding more distractors or deleting existing distractors.

To add a multiple-choice distractor:

  1. Select the frame with the Multiple Choice learning interaction in the Timeline.

  2. Open the Flash UI Components folder in the Library panel (Window > Library) and drag a CheckBox component to the Stage.

  3. In the Property inspector, name the instance.

  4. Add the instance name to the Component inspector for the multiple-choice distractor.


    The component does the rest of the work automatically at runtime.

To remove a multiple-choice distractor:

  1. Select the CheckBox instance that you want to remove, and delete it from the Stage.

  2. Select the Multiple Choice component (to the left of the Stage in the quiz template), and then display the Component inspector (Window > Component Inspector).

  3. Remove the deleted object's instance name from the list in the Component inspector

 

Configuring a True or False interaction

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In a True or False interaction, the user responds with an answer of either True or False.

To configure a True or False interaction:

  1. If you are not using a quiz template, place the learning interaction on the Stage. If you are using a quiz template, select the frame on the Interactions layer that contains the True or False interaction (Frame 7, if you have not added or removed keyframes).

  2. Break the movie clip apart (Modify > Break Apart), display the Component inspector, and then type the interaction ID and the question.

  3. In the Question text box, type the text of the question you want to ask the user.

  4. Select Correct to specify which answer, True or False, is the correct response for the interaction. If you want, you can change these responses to Correct or Incorrect by changing the text of the distractors. For example, you could type A. Correct and B. Incorrect in the Distractors text boxes.

 

True or False interaction distractors

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The True or False interaction includes a question text field, two RadioButton components, a control button, and a feedback text field. There are no other distractor options to configure.

 

Adding, naming, and registering assets

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Each Flash learning interaction consists of the following assets:

  • An interaction component

  • Dynamic text fields

  • Distractor elements

  • User interface (UI) components

The collection of assets for each interaction type is stored within movie clip symbols in the library. These movie clips are intended to provide mobility for the assets so they can be copied to keyframes or among files. The movie clips are intended only to be containers and are not necessary to make the interaction work.


If you have experience handling and naming graphics, you can enter your own instance names for the graphic assets on the Stage. You do not need to use the movie clip containers or the templates--instead, you can add your own assets to the Stage, add a Learning Interaction component to the Stage, and then register the assets' instance names in the Component inspector for the interaction.

  • Remember the following aspects about naming assets:

  • Interaction components do not need to be named.

  • UI components need to have unique names for similar interaction types.

  • Each graphic distractor (Drag object, Target object, hot spot, and hot object) must have a unique instance name.

  • Text fields can share the same instance names across multiple interactions.


After you name the assets on the Stage, it's important to register those names in the Component inspector for the learning interaction so that the scripts can control the assets.

 

About naming Learning Interaction component instances

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Every interaction has an interaction component associated with it to configure its unique parameters. These components do not need to be named.

 

Naming UI components (RadioButton, CheckBox, Button, andTextInput)

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When you use similar interaction types, you need to give each UI component a unique name. For example, if you create two Multiple Choice interactions, the second interaction requires unique instance names for the CheckBox and the Button components. These new instance names need to be registered in the Component inspector for the learning interaction.

To name a UI component:

  1. Select the UI component instance on the Stage.

  2. In the Property inspector, type a name in the Instance Name text box.

  3. Register the name in the Component inspector for the interaction

 

Naming dynamic text fields

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If you have more than one of any type of learning interaction in a quiz--for example, if you have two Drag and Drop learning interactions--the objects in each learning interaction must have unique names. These new unique instance names need to be registered in the Component inspector for the learning interaction.

  1. Select the dynamic text field on the Stage.

  2. In the Property inspector, type a name in the Instance Name text box.

    NOTE Make sure to enter the instance name--not the variable name--in the Property inspector.

  3. Register the name in the Component inspector

 

Registering dynamic text fields and UI components

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After you enter the instance name for a dynamic text field or Button component in the Property inspector, you need to register the instance in the Component inspector for the interaction.

To register dynamic text fields and Button components:

  1. Select the Learning Interaction component (to the left of the Stage in the quiz template), and open the Component inspector, if necessary, from the Property inspector.

  2. Click Assets, at the bottom of the panel.

  3. Enter the name in the appropriate instance name text box.

 

Naming and registering graphic distractors

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Graphic distractors such as Drag objects, Target objects, hot spots, and hot objects must be named uniquely across all interactions. This means that in a file with two Drag and Drop interactions, each containing four Drag objects, each of the eight Drag objects in the file must be named uniquely. For example, the Drag objects in the first interaction could be named Drag 1, Drag 2, Drag 3, and Drag 4, and the Drag objects in the second interaction could be named Drag A, Drag B, Drag C, and Drag D. This system ensures that the scripts work properly and the interactions behave as intended.


To name graphic distractors:

  1. Make sure that the objects on the Stage are instances of learning interactions or movie clip symbols.

  2. Select an object on the Stage--for example, a Target object.

  3. In the Property inspector, type a name in the Instance Name text box.

  4. Repeat steps 1-3 for each object on the Stage.

  5. Register the names (see the following procedure).

    NOTE A sequential naming scheme is usually the easiest to work with--for example, Drag1, Drag2, Drag3, and so on.

To register a distractor instance name:

  1. Select the Learning Interaction component (to the left of the Stage in the quiz template), and open the Component inspector from the Property inspector, if necessary.

  2. Enter the name in the Component inspector, under Instance Name.

 

Text field names

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Text fields can share the same names from interaction to interaction. That means that the question text field in interaction 1 can be named the same as the question text field in interaction 2, and so on. These names need to be registered with the interaction components, as do all assets names

 

Asset name defaults

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The assets supplied in the movie clip interaction containers are prenamed with the instance names listed in the following tables.

 

Drag and Drop learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

Reset button

Resets Drag objects

Flash UI Button component

Template_ResetButton

1-8 Drag objects

Drag object distractors

Movie clip symbol

Drag1 - Drag8

1-8 Target objects

Targets for Drag objects

Movie clip symbol

Target1 - Target8

 

Fill in the Blank learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

User entry field

User types answer into this text field

Flash UI TextInput component

Template_UserEntry

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

 

Hot Object learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

Reset button

Resets hot object distractors

Flash UI Button component

Template_ResetButton

1-8 hot objects

Hot object distractors

Movie clip symbol

HotObject1 - 8

 

Hot Spot learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

Reset button

Resets hot spot distractors

Flash UI Button component

Template_ResetButton

1-8 hot spots

Hot spot distractors

Movie clip symbol

HotSpot1 - 8

 

Multiple Choice learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

3-8 check boxes

Check box distractors

Flash UI CheckBox component

Checkbox1-8

 

True or False learning interaction asset names

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Asset

Description

Object type

Instance name

Question text field

Holds question text

Dynamic text field

Template_Question

Feedback text field

Holds feedback text

Dynamic text field

Template_Feedback

Control button

Submits user response and controls navigation

Flash UI Button component

Template_ControlButton

2 radio buttons

True or false radio button distractors

Flash UI RadioButton component

Template_Radio1,

Template_Radio2

 

Setting feedback options for a learning interaction

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Feedback options control the text that the user sees before and while responding to an interaction.

To set feedback options for an interaction:

  1. Select the interaction component (to the left of the Stage in the quiz template).

  2. If the Component inspector is not already visible, open it from the Property inspector; and then click Options at the bottom of the panel.

  3. Select Feedback if you want the interaction to present comments to users before and after they submit a response. Then, enter a comment for the following:

    • For Tries, enter the number of tries that a user is given to provide a correct response.

    • For Initial Feedback, enter the feedback that appears before the user has interacted with the quiz--for example, Click an object and drag it to the matching object.

    • For Correct Feedback, enter the feedback that appears if the user's response is correct--for example, Yes, that is correct.

    • For Incorrect Feedback, enter the feedback that appears if the user's response is incorrect and tries is set to 1--for example, No, that is incorrect.

    • For Additional Tries, enter the feedback that appears if the user's response is incorrect and tries is set to more than 1--for example, No, that is incorrect. Try again.

    NOTE Users are allowed one try only for the True or False learning interaction, so there is no Additional Tries field for that interaction

 

Setting Knowledge Track options for a learning interaction

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Knowledge Track is an automatic data-tracking feature that lets you transmit student performance data to a LMS, such as Lotus LearningSpace, or to other back-end tracking systems.

Knowledge Track works with both AICC- and SCORM-compliant learning management systems. Knowledge Track captures and/or stores student information internal to the Flash application and transmits that data to an HTML page.

To successfully send data to a tracking system, you must embed the SWF file containing your learning interactions into an HTML page and select the HTML template in publish settings for either Flash with AICC Tracking or Flash with SCORM Tracking. To support an AICC-compliant LMS, the HTML that embeds the SWF file needs to be part of a frameset.

The tracking data captured and transmitted by Knowledge Track is based on an industry standard for courseware-to-tracking-system communications, the AICC (Aviation Industry CBT Committee) specification version 2. This standard specifies the following data elements for each interaction.

You can set values for these data elements using the Component inspector for an interaction:

  • InteractionID

  • ObjectiveID

  • Weighting

Other data elements are automatically set or calculated:

  • Question Type

  • Correct Response

  • User Response

  • Result

  • Date/Time

  • Latency

To set Knowledge Track options for an interaction:

  1. Select the Learning Interaction component to the left of the Stage in the quiz template.

  2. If the Component inspector is not already visible, open it from the Property inspector, and then click Options at the bottom of the panel.

  3. Select Knowledge Track if you are using the learning interaction in a document created using a quiz template and you want the learning interaction to send data to a server-side learning management database.

  4. Enter a name in the Objective ID text box to specify an objective for the interaction.

    This is an optional parameter. If the interaction is related to an objective that is set up in the LMS, enter that Objective ID in this text box. Tracking still works if you leave the Objective ID text box blank.

  5. Specify the Weighting value for the interaction. The quiz templates use this parameter to calculate the score in the Results page. The default value is 1.

    Weighting indicates the relative importance of a question. You can enter any numeric value. If all learning interactions have a weight of 1, they are all scored equally. A weight of 2 counts twice as much as a weight of 1 and half as much as a weight of 4. For example, you can give advanced questions a weight of 3 and beginning-level questions a weight of 1.

 

Setting navigation options for a learning interaction

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Documents created using the quiz templates have built-in navigation; make sure to turn Navigation off if you're using a quiz template. For documents that do not use the quiz template, you can set navigation options that display a Next Question button in your document.

To set navigation options for an interaction:

  1. Select the Learning Interaction component to the left of the Stage in the quiz template.

  2. If the Component inspector is not already visible, open it from the Property inspector, and then click Options at the bottom of the panel.

    • Under Navigation, specify how the interaction proceeds after the user submits a response for this interaction:

    • Select Off to disable navigation. Select this option if you are using the quiz templates, because the templates include their own navigation.

    • Select Next Button to require that the user click a Next button after submitting a response. In the GoTo Action field, select either Stop or Play. The Next button is a Button component that you can use with stand-alone interactions independent of the quiz template.

      If you want to navigate to a labeled frame instead of the next frame, enter a frame label in the GoTo Label text box.

      The default text for the Next button is Next Question. If you want to change the text,
      Select Auto GoTo Next Frame to have the interaction proceed to the next frame after the user submits a response.

    • If Feedback is deselected and Knowledge Track is selected, the Auto GoTo Next Frame feature can be enabled. This feature submits a score after evaluation and immediately navigates to the next frame for the next interaction.

      NOTE If Feedback is selected or Knowledge Track is deselected, Auto GoTo Next Frame is reset to Next Button and an error message appears in the Output panel.

 

Setting control button labels for a learning interaction

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All six types of interactions use an instance of the same control buttons: Check Answer, Submit, Next Question, and Reset. The only exception to this is the True/False interaction, which does not use a Reset button. You can change the label for the instance of each button using the Component inspector.

To change the label for an instance of a control button:

  1. Select the Learning Interaction component, to the left of the Stage in the quiz template.

  2. If the Component inspector is not already visible, open it from the Property inspector, and then click Assets at the bottom of the panel.

  3. Edit the label name under Control Button Labels.

  4. Select Control > Test Movie to view the new labels on the buttons.

 

Tracking to AICC- or SCORM-compliant learning management systems

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The Flash learning interactions and quiz templates allow easy communication with both AICC- and SCORM-compliant LMSs. The code built into both the Flash documents and the corresponding HTML/JavaScript files send properly formatted data to the LMS. The stand-alone interactions send question data, while the quiz templates track the score and time spent overall.

Because of differences between the two tracking standards (AICC and SCORM), there are differences in the compliance of the files created using the Flash learning interactions and the quiz templates.

To be SCORM-compliant, content must call an initialize command when it is first started, or before any other tracking commands are sent to the LMS. The Flash with SCORM HTML template was designed to initialize communication with a SCORM-compliant LMS when the file is loaded. It also sends a finish communication to the LMS when the file is unloaded, if the finish command wasn't explicitly sent previously.

The files created using both the Flash learning interactions and the quiz templates can send tracking data to an AICC- and SCORM-compliant LMS. Individual interactions do not send overall score and tracking data, but they can send interaction or question data.

Files created by using the quiz templates to comply with either AICC or SCORM standards do not read data from the LMS into the Flash file.

 

Overview of the communication for AICC- and SCORM-complian content

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The following overview shows what a student experiences when completing a quiz, along with hidden steps that are not exposed to the student.

 

AICC communication overview

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When a student takes an AICC-compliant quiz, the following events occur:

  1. The LMS is opened.

  2. The student logs in to the LMS.

  3. The student navigates through the course structure to find an assignable unit (AU). In this case, assume it's a Flash quiz, built using a Flash quiz template.

  4. The student starts the Flash content (the quiz).

  5. The content is located on a web server (for example, http://myserver/flashcontent.htm). To track properly, the Flash file needs to be embedded in the Flash AICC tracking frameset.

    NOTE Communication with the LMS, and data tracking, is not exposed to your user.

  6. The LMS creates two parameters that are appended to the end of the URL: AICC_URL and AICC_SID.

  7. The student progresses through the quiz.

  8. The Flash learning interaction sends the tracking data to the LMS through the HTML/JavaScript tracking files. The tracking data is sent when the student answers a question or progresses to the next page.

 

ASCORM communication overview

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When a student takes an SCORM-compliant quiz, the following events occur:

  1. The LMS is initialized.

  2. The student logs in to the LMS.

  3. The student starts a quiz built using a Flash quiz template.

  4. The content is embedded in the Flash/SCORM HTML template, which is opened in a SCORM-compliant frameset.

    NOTE This is not exposed to the user.

    The LMS is responsible for creating the SCORM-compliant frameset, which includes all the necessary functions to communicate back to the LMS.

  5. The student progresses through the quiz.

  6. The Flash file sends the tracking data to the LMS through the HTML/JavaScript tracking files.

 

Preparing Flash learning interactions for web hosting

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In order for web users to see your Flash application, you need to embed it into a web page. The steps to prepare AICC- and SCORM-compliant files for web hosting are slightly different and are covered in the following two sections.

 

Preparing an AICC-compliant learning interaction for web hosting

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To send tracking data to an AICC-compliant LMS, you need to enable tracking for the quiz and then publish the Flash application using the Flash with AICC Tracking template. You must place the file generated by Flash on your web server in the same directory and modify the frameset file with the name of your quiz, and then place it on the web server with the HTML and SWF files. In addition, your LMS must be AICC-compliant and reference the frameset. This file is called frameset.htm by default.

To prepare an AICC-compliant file for web hosting:

  1. Open the document in Flash.

  2. Select File > Publish Settings.

  3. In the Publish Settings dialog box that appears, make sure that (at least) both Flash (SWF) and HTML files are selected in the Formats panel.

  4. Click the HTML tab at the top of the Publish Settings dialog box, and select the Flash with AICC Tracking template from the Template pop-up menu.

  5. Click the Publish button, and close the dialog box.

  6. Place the files produced by publishing the Flash file and any files linked (such as, MP3 or FLV) on the web server in the same directory.

    Additional files are created if Detect Flash Version is selected in the HTML tab of the Publish Settings dialog box. Make sure to copy all the HTML files to your web server but not the FLA file.

  7. Open the Learning Extensions Srvr Files folder, which is located in the Flash 8 program folder in the en/First Run/HTML/Learning Extensions folder. Copy the contents of this folder (frameset.htm, results.htm, and the scripts folder) to the same web server directory as the SWF file and the HTML file published in Flash.

  8. Open the new copy of the frameset.htm file in a text editor.

     

    The following lines are found in the frameset.htm file:

    <frameset frameborder="0" border="0" framespacing="0" rows="*,1">

    <frame src="Untitled-1.htm" name="content" frameborder="0">

    <frame src="results.htm" name="cmiresults" scrolling="0" frameborder="0">

     

  9. In the second line, change Untitled-1.htm to the name of the HTML file you published in Flash (typically the HTML filename specified in the formats Tab of Publish Settings).

    The main file references any HTML files that were created in the publishing process. For example, if myQuiz.htm, myQuiz_content.htm, and myQuiz_alternate.htm were created by publishing the document, myQuiz.htm replaces Untitled-1.htm in the frameset.htm file. Then, myQuiz.htm calls myQuiz_content.htm and myQuiz_alternate.htm when necessary.

  10. Start the LMS system (or create the AICC Course Descriptor Files) that references the frameset.htm file.

 

Preparing a SCORM-compliant learning interaction for web hosting

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To send tracking data to a SCORM-compliant LMS, you must enable tracking for the quiz and publish the learning interaction using the Flash with SCORM Tracking template. In addition, you must place the files generated by Flash on your web server in the same directory.

To prepare a SCORM-compliant learning interaction for web hosting:

  1. Open the document in Flash.

  2. Select File > Publish Settings.

  3. In the Publish Settings dialog box that appears, make sure that (at least) both Flash (SWF) and HTML are selected in the Formats panel.

  4. Click the HTML tab at the top of the Publish Settings dialog box, and select the Flash with SCORM Tracking from the Template pop-up menu.

  5. Click the Publish button, and close the dialog box.

  6. Place the files produced by publishing the Flash file on the web server in the same directory.

  7. Start the LMS system and reference the name of the HTML file. Make sure the LMS is set to launch the SCORM tracking frameset.

 

Extending learning interaction scripts

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NOTE The information in this section is intended for intermediate and advanced developers who want to extend the interaction capabilities.

The Flash learning interactions use an organized data structure to store and retrieve information about each interaction session. This data structure powers the evaluations and provides new possibilities for developers wanting to extend tracking features. You can use it to retrieve industry-compliant tracking data. This data structure is called the SessionArray.

NOTE SessionArray and session are reserved keywords on the level where the interactions reside. Do not use these words as identifiers for other data.

 

Accessing cumulative tracking data through the SessionArray

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The following overview shows how data is tracked through the SessionArray:

  • When the Flash application is run, the first interaction component to load creates a new Array on the level of the interaction assets.

  • The component then creates a new instance of the LToolBox global class in index0 of the Array. The instance of LToolBox is a storage place for all of the interaction's data. Data is set or retrieved from the instance by using predefined property names.

  • When the Timeline moves to the second interaction, that interaction's component creates an instance of LToolBox global class in index1 of the SessionArray.

  • When the Timeline moves to the third interaction, that interaction's component creates an instance of LToolBox global class in index2 of the SessionArray. It continues with index3, index4, and so on, until all interactions are in an index.

  • At the end of a series of interactions, all the data processed during those interactions are available and organized.

    NOTE The SessionArray is used the same way in the stand-alone interactions and the quiz interactions.

 

Possible uses

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This information is useful to developers who need to extend tracking or analysis of the interactions, including creating customized quiz environments and creating quizzes in a format different from that of the Flash quiz templates.

Tracking properties available in the SessionArray

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The property names reference standard interaction tracking values for both AICC and SCORM LMSs. You can retrieve an interaction's properties by referencing its location in the following command:

SessionArray[n].[property_name]

For example, to reference the interaction_id value for interaction #1, you would use the following  command:

SessionArray[0].interaction_id

To reference the result value for interaction #2, you would use the following command:

SessionArray[1].result

 

Predefined property names

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The following table describes the predefined property names:

Property name

Description

interaction_id

Unique interaction name

interaction_type

Type of interaction

objective_id

Objective identification number

weighting

Weighting value for this interaction instance; some interactions can have more weight than others

correct_response

Formatted correct response returned from the user parameters

student_response

Formatted student response returned from the evaluation

result

Result of the evaluation

latency

Elapsed time during this interaction session

dateStamp

Date when the interaction occurs

timeStamp

Time when the interaction starts

All the methods and properties of the LToolBox global class are available within each SessionArray index.

 

Basic structure of the Learning Interaction scripts and components

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Now that you know how the interaction data are stored and retrieved, here's a little more information to complete the picture. The Learning Interaction components are really the center of the e-learning setup. They collect user parameters and build the SessionArray and the interaction event handling functions on the level of the interaction assets. That is, they accept user parameters and configure the environment and assets accordingly. If you want to examine how these components work, you need to open the scripts in the Library panel.

Most of the scripts reside in one of two places. The first is the LToolBoxglobalclass script. This script processes data storage and data formatting for the interaction. The second script location is within each interaction component. These scripts initialize event handling functions triggered by the interaction assets. This is where the user parameters and interaction assets are initialized and the interaction evaluations scripts reside. Although these scripts are built on the component level, they are initialized on the same level as the interaction assets and submit data to the SessionArray on the interaction assets level.

To explore the scripts or add to them, look in the library for the 1_GlobalClass folder to access the LGlobalClass movie clip that contains the LToolBoxglobalclass script. Look in the 2_Components folders to access each Learning Interaction component script. Each script is split into commented sections that are described at the top of the script. Most of the script sections are built within functions for modularity.

 

Reviewing or editing the LToolboxClass script

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The LToolboxClass script creates a built-in object that each interaction can use for data storage and basic functionality. The data pattern and functionality shared by all interactions is defined in this script. You can access the LToolboxClass script from the library.

To review or edit the LToolboxClass script:

  1. In the Library panel, select Learning Interactions > Assets > Controls > ComponentSuperClass.

  2. In the ComponentSuperClass folder, double-click the SuperClass movie clip to open it in symbol-editing mode.

  3. In the Timeline for the movie clip, select Frame 1 and open the Actions panel, if necessary (Window > Actions).

  4. Review or edit the script, as desired.

Copyright ADOBE - All Rights Reserved Worldwide

 

 

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