Drag and drop interaction failure captions

I have a drag and drop interaction with one drop target and multiple drag objects. Only one drag object is the correct answer. When a learner drags an incorrect drag object to the drag target I would like a failure caption -- that's pretty straightforward. However, I want a different failure capture for each of the wrong drag objects so that there is a different explanation of why each object is wrong. Then I need a success caption for when the correct drag object is dragged to the drop target.
Is this  possible?

Hi Jay,
Yes, could create such a scenario, but the Submit button is not used in that case, because the feedback will appear immediately when a drag object has been placed on the target. Is that OK?
Here the work flow:
Besides the object, create all the feedback text containers that you need, correct and incorrect and label them so that they are easily recognizable. I labeled them FB_1, FB_2... because my objects were Drop1, Drop2...
Make those feedbacks initially invisible and group them in Gr_FB
Create the drag&drop in the normal way with one correct link
Select the target and in the in the D&D panel, click on the Accept button, change the settings like this
The advanced actions are pretty simple, standard, with two statements: Hide Gr_FB and Show FB_n  (with the appropriate feedback container - you cannot use Shared actions in this dialog).
In the D&D panel, choose Infinite for the number of attempts and uncheck the Failure caption.
Lilybiri

Similar Messages

  • 1 Success Caption for Multiple Targets in a Drag and Drop Interaction

    I see how I can add success captions to each target in a drag and drop interaction, but can you apply only 1 success caption multiple targets?

    The boundaries of smartshapes were overlapping with each other. For example, the smartshape on 1st line was overlapping with the one on 2nd line. Due to this, every time you place the text caption "Investment" on the smartshape on 2nd line, it automatically moved to the smartshape on 1st line. As a result, you could never get the answer right, and hence you never saw the Success Caption.
    Solution: Move the smartshapes away from each other (or resize them), and ensure that there are no overlaps.
    2,  The number of attempts for this interaction was set to Infinite. So, you have to play this until you get it right, but you could not get it right because of the reasons mention above. That is why you never saw the Failure Caption.
    Solution: Clear the Infinite check box in the Action accordion and specify the required number of attempts. You will get the Failure Caption if you don't get it right in those attempts.
    I just tested these solutions and they worked fine. Let me know if you still face any issues.

  • On Reject caption not appearing in Drag and Drop interaction

    Hi
    I am playing around with drag and drop interaction to understand its functionality.
    I noticed that we can set Accept, Reject, and Hint captions to individual drop targets. When I tested it, I got the Accept and Hint captions as expected. But I am not getting the Reject caption even when I place the wrong source on the target.
    What am I doing wrong?
    Sreekanth

    Hi there,
    Reject caption shows up when an unacceptable source is dropped on a Target. To configure the 'Accept criteria', select a drop target, Click on the 'Accept' button, Deselect the checkbox corresponding to the unacceptable source. (As shown below)
    Now whenever the user drops 'Unaccept' source on top of the target, the 'Reject' caption shows up.
    Thanks,
    Nimmy Sukumaran.

  • Drag and Drop Interaction - Incomplete

    Hi
    I have began using the Drag and Drop Interaction which is working really well. I have one issue that I cannot see how to do,  I hope there is a possible solution somewhere.
    All other questions have an incomplete caption that appears when you click submit but have not selected any options or selected any hotspots. Is there a way to make this happen with the D&D interaction? I use this as part of an assessment and would like it that the user cannot skip until they have at least attempted to drag an item.
    Can anyone assist?
    Thanks

    I suppose it is a validated D&D since you are talking about a question. If not everything is done, it is clearly a Failure, which means that you can use the Failure event to trigger a conditional advanced action that checks if all drag actions have been done that were expected. For that reason you'll have to track the drag actions, maybe by using the Object actions and a counter...
    Drag&Drop tips - Captivate blog

  • Advanced Feedback with Drag and Drop Interaction

    Hello,
    I am trying to create a drag and drop interaction that will blend in a "thumbs up" or a "smiley" after each dragable has been correctly placed. The dragables in my interaction are medical terms and the drop sources are smart shape boxes. Each drop source has been assigned one correct answer, so that when the correct answer has been dragged a "success caption" appears immediately. The opposite occurs with an incorrecty dragged term. I figured, I need a "code" that
    askes each dropable if it is the last one to be answered, and when answered correctly, will show the "smiley"
    checks if all other dragables have been placed correctly
    Since I lack the basic coding knowledge, I am having a hard time trying to figure this one out. Thanks for the help, again!
    -Nik

    Hi Jay,
    Yes, could create such a scenario, but the Submit button is not used in that case, because the feedback will appear immediately when a drag object has been placed on the target. Is that OK?
    Here the work flow:
    Besides the object, create all the feedback text containers that you need, correct and incorrect and label them so that they are easily recognizable. I labeled them FB_1, FB_2... because my objects were Drop1, Drop2...
    Make those feedbacks initially invisible and group them in Gr_FB
    Create the drag&drop in the normal way with one correct link
    Select the target and in the in the D&D panel, click on the Accept button, change the settings like this
    The advanced actions are pretty simple, standard, with two statements: Hide Gr_FB and Show FB_n  (with the appropriate feedback container - you cannot use Shared actions in this dialog).
    In the D&D panel, choose Infinite for the number of attempts and uncheck the Failure caption.
    Lilybiri

  • Partial Credit in Drag and Drop Interaction

    Is it possible to capture the number of correct answers in a drag and drop interaction and then use that to trigger point to determine whether to branch into a remediation section or not?

    Yes you can achieve this.
    Create a variable and increment it for every correct answer placed on the target using advanced actions.
    On both Success and Failure conditions, assign a conditional action to check the variable value and redirect the user to remediation slides and continue further as required.
    Sreekanth

  • Who'd like to test a new Drag and Drop Interactive Widget?

    It's taken about 6 months of every spare minute we could find but we're finally ready to do a round of Alpha testing for our new Drag and Drop Interactive Widget for Cp4 and 5.  This post is to ask for a handful of volunteers to test the new widget over the next week creating drag and drop interactions in both Cp4 and Cp5.
    If you've already tried our well-known Drag and Drop Lite Question Widget, but were a bit frustrated by the limitations that the quiz question format placed on your creativity, we think you'll be blown away by what this new Interactive Widget can do.  It does everything the current question widget does, aside from the aspects that are unique to question types (Review Area, Retake Quiz, etc) plus a whole lot more.  Due to the extra functionality, this widget has twice as much code as our last one.
    Some of the features:
    You can have as many widgets as you want on a single slide and each can be addressing a different drag and drop scenario.
    You can reference the same drag and target objects from different widgets to create different.
    Since they are interactive widgets, you can use the widget success/failure criteria to trigger Advanced Actions.  This opens up a lot of possibilities for game interactions.
    You can score each widget differently so that OnSuccess they will each report different scores for dragging the same objects.  This means you can have Conditional Scoring and more than one correct answer for a given problem.
    You can set one of the widgets to have its Preferences be used for all widgets on the slide so that you don't need to set all widget preferences individually, thus saving a lot of time.
    You can set Preference Priority for each widget to configure which widgets will have "right of way" if there is a potential conflict in preferences.  For example, if one widget wants one type of snapping behaviour on an object but another widget wants the same object to snap differently, the widget with the higher Preference Priority will dominate.
    You can nominate other interactive objects (including clickboxes or other widgets) to act as Submit button and Clear button to create a simulated quiz question.
    Since this widget is an Interactive widget, it also has the same advanced Pausing override behaviours we built into our Event Handler widget (http://www.infosemantics.com.au/eventhandler)  So you can have users stay on the same slide playing with the drag and drop interaction for as long as they like without progressing to the next slide until they want to.
    Plus other stuff I can't think of right now.
    If you decide to volunteer to participate in this Alpha testing, please don't use this widget for any production Captivate projects you may have.  The Alpha and Beta versions of the widget will be time-bombed to stop working after a couple of weeks so that we don't have buggy versions running around later.
    As I said at the beginning, we only need a handful of testers, we need people using either Cp4 or Cp5, and you need to do this testing over the next week so that we can then address any issues you find and release a debugged Beta version for more testing.
    Anyone wanna play?
    If you do want to volunteer, send me a private message on this forum with your email address so I can send you a widget and instructions.  We'll only be taking the first dozen or so people that are willing to contribute time and feedback.
    Cheers,
    Rod Ward

    Hi Sandy,
    If you hover the mouse over Rod's avatar, there is an e-mail address visible. For a private message; double-click on his avatar and you'll find the button private message in that dialog box,
    Lilybiri

  • Is it possible to add a drag and drop interaction to a called image in a contaner?

    this forum is my last hope =( i know how to do drag and drop
    by itself, however right now i have my flash set up so that when
    you click BUTTON A, it does:
    on (release) {
    _root.gotoAndPlay ("photo1");
    once it goes to "photo1", on that frame, i wrote actions on
    the frame to:
    var myMCL:MovieClipLoader = new MovieClipLoader ();
    myMCL.loadClip ("images/heritageBrochureFront.png",
    "container_mc");
    stop();
    so it loads my picture into the container. my question, once
    the image it in the container, can i add drag and drop interaction
    to it? i would really love an easy solution.

    yes. there are a couple of ways to do this.
    one is the create a child movieclip of container_mc and load
    into that child and assign your onPress/startDrag
    onRelease/stopDrag methods to container_mc.
    a second way is to load into container_mc (like you're
    currently doing), wait until loading is complete (ie, use the
    onLoad method of an mcl listener) and then assign your methods to
    container_mc.

  • How can I include a success message in a drag and drop interaction - I don't see this option in the Actions on success options, and cannot figure it out?

    How can I include a success message in a drag and drop interaction - I don't see this option in the Actions on success options, and cannot figure it out?

    I suspected you used the eye icon on the timeline to hide the message, but that one has no impact whatsoever on the published version. It is only meant to be used for editing reasons on the stage, to hide objects temporarily on a crowded stage. It is confusing, certainly in CP8 where for both instances the same eye icon is used. In previous versions the Properties panel had a checkbox for 'Show in Output', which was IMO much clearer than this eye icon. But of course, that is only my personal opinion.

  • Drag and Drop Interaction Scoring

    Hi-
    I've created a drag and drop interaction for a quiz with four
    objects. Each object has to match up to the correct spot in order
    for the user to get the answer correct. I've done this type of
    interactions before successfully and not had a problem with
    scoring.
    But this time .. the only thing I can see that's different
    about this quiz is that I'm not assigning any points in the "Score"
    field - I am instead using the Status of Correct Response alone.
    I've found that this interaction scoring works perfectly for my
    other quiz interactions but there seems to be a problem with the
    drag and drop - when the user moves the objects around and
    temporarily places an object in the wrong (or maybe even correct)
    spot, each of these movements is being racked up as correct in this
    interaction So, if there's an ambivalent user they're going to get
    many more points than is even supposed to be possible.
    I can't see anything different that I've done with this
    interaction other than the scoring. I changed to correct response
    scoring because it was the only way I could figure out how to reset
    the quiz score after the user leaves and comes back. (using
    TotalCorrect)
    Anyway, I'm open to ideas - even if it's not the scoring -
    any help would be appreciated!
    Thanks -
    Cammia

    Don't use the quiz knowledge objects and code yourself...?
    You'll find many on here who can help you with hand coding
    and probably none
    who know much about implementing those KO's who can answer
    questions. The
    reason is if you know enough to be able to answer questions,
    you know enough
    to know that these KO's are a short term crutch that cause
    long term
    problems.
    HTH;
    Amy
    "Cammia" <[email protected]> wrote in
    message
    news:e8jm2u$77e$[email protected]..
    > Hi-
    >
    > I've created a drag and drop interaction for a quiz with
    four objects.
    > Each
    > object has to match up to the correct spot in order for
    the user to get
    > the
    > answer correct. I've done this type of interactions
    before successfully
    > and
    > not had a problem with scoring.
    >
    > But this time .. the only thing I can see that's
    different about this quiz
    > is
    > that I'm not assigning any points in the "Score" field -
    I am instead
    > using
    > the Status of Correct Response alone. I've found that
    this interaction
    > scoring
    > works perfectly for my other quiz interactions but there
    seems to be a
    > problem
    > with the drag and drop - when the user moves the objects
    around and
    > temporarily
    > places an object in the wrong (or maybe even correct)
    spot, each of these
    > movements is being racked up as correct in this
    interaction So, if
    > there's an
    > ambivalent user they're going to get many more points
    than is even
    > supposed to
    > be possible.
    >
    > I can't see anything different that I've done with this
    interaction other
    > than
    > the scoring. I changed to correct response scoring
    because it was the only
    > way
    > I could figure out how to reset the quiz score after the
    user leaves and
    > comes
    > back. (using TotalCorrect)
    >
    > Anyway, I'm open to ideas - even if it's not the scoring
    - any help would
    > be
    > appreciated!
    >
    > Thanks -
    > Cammia
    >

  • Drag and Drop Interaction Wizard

    I am having problems with the Drag and Drop Interaction Wizard.  I am using Captivate (6.1) and when I launch the wizard I am able to select the drag objects and drop targets, but when I get to Step 3 (mapping), I am unable to map the drag sources to the drop targets.  When I double click on the drag source and draw the arrow to the drop target, the arrow disappears. 
    Has anyone else had this problem?  If so, what did you do about it?

    Hi,
    You do not want to double click on the object in Step 3. All you need to do to map the source to destination, on the Green Items you would notice a '+' symbol, drag and put them on the drop item, you would able to map them easily that way, double clicking them would deselect the object.
    For more clarification, what this video tutorial --
    http://www.youtube.com/watch?v=ILtUftHxmag
    Thanks,
    Anjaneai

  • AS2 Drag and Drop Interaction help

    I am trying to create a reusable template for a drag and drop interaction.
    There are 7 drag objects, 7 targets.
    Based on a scenario we develop (which of the 7 services [drag objects] are the best solution, for example), I would like to create interactions where some of the drag drop combinations are correct answers and dragging/dropping other combinations would result in an "incorrect" answer.
    I am having issues with designating the correct and incorrect responses in the AS code, as well as how to provide the positive (correct answers) and negative (incorrect answers) feedback after a submit button is selected.
    Additionaly, I have a reset button that does not function the way I expected - move the drag objects back to the start position and allow the user to resubmit an answer.
    I am using Flash CS5, but need to use AS2 as the swf file is going to be inserted into an Articulate Presenter project (Articulate does not support AS3 yet).
    Thank you for any assistance or suggestions!
    Source file: https://www.dropbox.com/home/AS2%20D&D#:::68035214
    Current AS2 code:
    function dragSetup(clip, targ) {
    clip.onPress = function() {
    startDrag(this);
    this.beingDragged=true;
    clip.onRelease = clip.onReleaseOutside=function () {
    stopDrag();
    this.beingDragged=false;
    if (eval(this._droptarget) == targ) {
    this.onTarget = true;
    _root.targ.gotoAndStop(2);
    } else {
    this.onTarget = false;
    _root.targ.gotoAndStop(1);
    //the variables below will store the clips starting position
    clip.myHomeX = clip._x;
    clip.myHomeY = clip._y;
    //the variables below will store the clips end position
    clip.myFinalX = targ._x;
    clip.myFinalY = targ._y;
    clip.onEnterFrame = function() {
    //all these actions basically just say "if the mouse is up (in other words - the clip is not being dragged)
    // then move the MC back to its original starting point (with a smooth motion)"
    if (!this.beingDragged && !this.onTarget) {
    this._x -= (this._x-this.myHomeX)/5;
    this._y -= (this._y-this.myHomeY)/5;
    //if the circle is dropped on any part of the target it slides to the center of the target
    } else if (!this.beingDragged && this.onTarget) {
    this._x -= (this._x-this.myFinalX)/5;
    this._y -= (this._y-this.myFinalY)/5;
    dragSetup(drag1,drop1);
    dragSetup(drag2,drop2);
    dragSetup(drag3,drop3);
    dragSetup(drag4,drop4);
    dragSetup(drag5,drop5);
    dragSetup(drag6,drop6);
    dragSetup(drag7,drop7);
    //this code controls the reset button function and returns all of the drag objects to the start position.
    resetBtn.onRelease = function (){
    drag1.onTarget=false;
    drag1._x = drag1.myHomeX;
    drag1._y = drag1.myHomeY;
    drag2.onTarget=false;
    drag2._x = drag2.myHomeX;
    drag2._y = drag2.myHomeY;
    drag3.onTarget=false;
    drag3._x = drag3.myHomeX;
    drag3._y = drag3.myHomeY;
    drag4.onTarget=false;
    drag4._x = drag4.myHomeX;
    drag4._y = drag4.myHomeY;
    drag5.onTarget=false;
    drag5._x = drag5.myHomeX;
    drag5._y = drag5.myHomeY;
    drag6.onTarget=false;
    drag6._x = drag6.myHomeX;
    drag6._y = drag6.myHomeY;
    drag7.onTarget=false;
    drag7._x = drag7.myHomeX;
    drag7._y = drag7.myHomeY;
    //This code controls the submitBtn and feedback for a correct and incorrect answer
    var groupID:Array = [0,0];
    var incorrectFeedback:String = "That isn't correct.";
    var correctFeedback:String = "Excellent good work.";
    var answerGroup:Array =  [
                                                                 [drag1,drop1],
                                                                 [drag2,drop2],
                                                                 [drag3,drop3],
                                                                 [drag4,drop4],
                                                                 [drag5,drop5],
                                                                 [drag6,drop6],
                                                                 [drag7,drop7]];
    //Enable all the stage items
    resetBtn.onRelease = function()
              resetAll();
    submitBtn.onRelease = function()
              if(evaluateAnswers())
                        feedbackTxt.text = correctFeedback;
              else
                        feedbackTxt.text = incorrectFeedback;

    Here is an alternate link to the source / .fla file  - orig link was not to my public dropbox!
    https://www.dropbox.com/home#:::68035214
    or
    https://skydrive.live.com/?cid=bb539b6eff0afbf5&sc=documents&id=BB539B6EFF0AFBF5%21124#

  • Intuitive Drag and Drop interaction

    Hi,
    i am working on a drag and drop interaction with a direct feed-back built in. there are 6 dragables and 6 drop sources, which are rectangle smart shapes. depending on the answer which is dragged, i want an x or a check to appear next to the smart shape and then disappear if the answer is changed or the reset button is clicked. sofar i have assigned an advanced action to each drop source telling it to make an x or a check appear, depending on if the answer is correct or not. the problem is, that the x or the check stays in place after the answer has been substituted with another. I also tried assigning the the check or x with a fade in/fade out time, but that didn´t seem to work. i know the easy way is to just assign one correct answer to each drop source, but i want the interaction to be a bit more intuitive. Any ideas on how to solve this problem?
    Thanks!!!
    -N

    I am sorry i am not sure what the abbreviations AFAIK and IMO mean...At the moment i am trying to solve the  problem using conditional actions. on the right are the dragables on the left the drop source. what i was trying was: if 1=1 (true) then show check, hide x else show x hide check (this is the script for inserting the correct answer) for all of the incorrect answers i wrote: if 1=1 (true) then show x, hide check else hide x show check...now i am not sure if this is completely wrong, but it seemed to work. the problem is, i would have to write this script for each drop source, making the corresponding x or check appear...is there a way to make a "global" script?

  • Drag and Drop interaction.

    I really struggle with setting this up. The Finish button stays inactive. Is the a tutorial for this?
    Kindly,
    Jake

    Have you mapped the source and targets? I think the button remains inactive until you map.
    You can read more about it here. It also has some demos.
    http://helpx.adobe.com/captivate/using/drag-and-drop-interaction.html
    Sreekanth

  • Drag and Drop Interaction Behavior

    Hope someone can shed some light on this. Here is the setup:
    Slide 10 upon successful drag and drop
          assign variable AnswerCorrect to 1, go to next slide
         If the drag and drop fails after 3 tries it goes to the next slide
    Slide 11 - on enter
         Conditional action (I am using this to skip a dialogue box which is hidden if the previous slide had a correct answer). There is also a "continue" button at this point which is not currently hidden. Essentially I want to skip both the dialogue and continue if the previous answer was correct.
              If AnswerCorrect = 1
              Assign PlayHeadPosition (user variable) = to cpInfoCurrentFrame + 30 (I want to position the playhead 3 seconds into the slide)
              Assign cpCmndGotoFrameAndResume = PlayHeadPosition
              Assign AnswerCorrect to 0
              Else continue
    My project is skipping to slide 12 on the execution of this. I think it may have something to do with the cpCmndGotoFrameAndResume defaulting to a -1 which would put it at the end of slide 10 again plus the value of PlayHeadPosition.
    Note that slide 11 does have another drag and drop interaction on it and I have the objects for the whole slide.
    Thank you in advance everyone!

    No dice, even slowing the FPS down to the min of 10 I can't see if it is jumping back and forth... The 2nd drag and drop on slide 11 isn't paused until 7.5 seconds into the slide so it isn't that being skipped either.I am completely stumped on this one.
    I have narrowed it down a bit. This is the on enter for slide 11. If I change the first line of the action to just display a text box on the slide it works as expected. Even with cpInfoCurrentFrame being offset by the initial -1 I would have expected it to set the playhead at 2.9 seconds into this slide??

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