I have a question concerning a drag & drop free form question. Is there a way of not using a SUBMIT button to check whether the answers are correct, and instead make only the correct answers stay in the place they were dragged to?
When editing the drag and drop question, you can select the 'Return item to start point if dropped outside' check box and select 'a correct drop target' from the drop down.
For a clearer visual for your users I would also create 'drop correct' and 'drop incorrect' states for your dragable items (for example add a tick or x icon).
Thanks Antony! Great idea with the usage of states here. If I added x icon, how can I make it disappear when the object returns back to it's initial place? I tried using fade out in exit animations, but it didn't work.
I too have the same issue. To be honest, you don't actually need to use the 'drop incorrect' state as the object returning to its starting position should be a sufficient visual for the user to know that they didn't drop it on the correct target. I would stick with using just the 'drop correct' state
There is still one little problem. Even when all objects are in there right place, the user still needs to hit the SUBMIT button, which is unnecessary at this stage. I know I can remove the SUBMIT button from the player and put the NEXT button instead, but then the user might ignore the interaction and proceed to the next slide without solving it. Is there a way to have the NEXT button only after all the objects are dragged to their right place?
Sure. I attached an example. I want to remove the SUBMIT button, and instead make the NEXT button appear only after draging all the words to their right places.
I would solve it by making my own buttons:Prev and Next (through all the program) so that the "SUBMIT" is triggered to the "NEXT" button I've created. It will also allow you to control the timing of the button if necessary...
Yair, maytal is correct. If you don't want the next button to appear at all until all the words have been dragged correctly, you'll need to create your own next button. Make sure its initial is state hidden. Then, allow it to show when all the items have a state of dropped correct. See slide 1.1 in the attached story.
OR
If you want to keep the default next button, you can make it disabled until all the items have a state of drop correct. In that case, you may also want to have a warning layer appear so Learners will understand why clicking next doesn't do anything. In this case, the warning layer will show if any of the items have not yet showed a state of Drop Correct. See slide 1.3 in the attached example.
Still one issue though - for some reason (...) my NEXT button (see image below, the red button) pops up in the back (underneath the other text boxes), although I brought it "to front", and it's placed at the top of the object list on the timeline. Any ideas?
14 Replies
Hi Yair,
When editing the drag and drop question, you can select the 'Return item to start point if dropped outside' check box and select 'a correct drop target' from the drop down.
For a clearer visual for your users I would also create 'drop correct' and 'drop incorrect' states for your dragable items (for example add a tick or x icon).
Antony
Thanks Antony! Great idea with the usage of states here. If I added x icon, how can I make it disappear when the object returns back to it's initial place? I tried using fade out in exit animations, but it didn't work.
Hi Yair,
I too have the same issue. To be honest, you don't actually need to use the 'drop incorrect' state as the object returning to its starting position should be a sufficient visual for the user to know that they didn't drop it on the correct target. I would stick with using just the 'drop correct' state
Antony
Thanks, I'll do that. Although it would have been nice to have a one-second-little-x-icon next to the misplaced object...
There is still one little problem. Even when all objects are in there right place, the user still needs to hit the SUBMIT button, which is unnecessary at this stage. I know I can remove the SUBMIT button from the player and put the NEXT button instead, but then the user might ignore the interaction and proceed to the next slide without solving it. Is there a way to have the NEXT button only after all the objects are dragged to their right place?
Can you post your .story file here so I (and any other community members) can have a look at what you are trying to achieve?
Sure. I attached an example. I want to remove the SUBMIT button, and instead make the NEXT button appear only after draging all the words to their right places.
I would solve it by making my own buttons:Prev and Next (through all the program) so that the "SUBMIT" is triggered to the "NEXT" button I've created. It will also allow you to control the timing of the button if necessary...
Hi All,
Yair, maytal is correct. If you don't want the next button to appear at all until all the words have been dragged correctly, you'll need to create your own next button. Make sure its initial is state hidden. Then, allow it to show when all the items have a state of dropped correct. See slide 1.1 in the attached story.
OR
If you want to keep the default next button, you can make it disabled until all the items have a state of drop correct. In that case, you may also want to have a warning layer appear so Learners will understand why clicking next doesn't do anything. In this case, the warning layer will show if any of the items have not yet showed a state of Drop Correct. See slide 1.3 in the attached example.
Any questions, give a shout out!
Thanks Maytal and Rebecca, that works great!
Still one issue though - for some reason (...) my NEXT button (see image below, the red button) pops up in the back (underneath the other text boxes), although I brought it "to front", and it's placed at the top of the object list on the timeline. Any ideas?
can you upload the file so i can take a look?
Sure Maytal, here it is.
Thanks!
First, I have to admit it's weird that even though it's set to be on top of all objects it doesn't work....
On the other Hand, if I were you - I would build it a little different.
I would set a trigger to show a layer once the states of all the required objects are dropped correctly.
This way of solution also helps you to lock down all the objects once the learner has finished.
I'm adding you a little example.
Maytal.
Weird indeed...
Thanks for the tip, it's a good idea.
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