Forum Discussion
Drop States When Drop Target Is "None" Not Working?
Hi, I've got a drag and drop exercise in which learners are asked to "flesh out" an acronym by dragging possible expansions of each letter to the acronym itself, and to drag the definition of each part of the acronym to the space below the letter. My actual content is proprietary, so I have reimplemented the interaction using Michael Allen's "CCAF" acronym, which in his view identifies the four components of a successful learning interaction. Here is the correct answer in my little sample file (attached):
C. Context
The current circumstances
C. Challenge
The problem the learner must solve
A. Activity
How learners record their choices
F. Feedback
Informing learners about their choices
Here's my problem: In addition to the correct drag items, I also have distractor (incorrect) drag items that must be left behind. They do not correctly drop into any of the drop targets:
Storyline supports this by allowing you to set "None" as the match for these "distractor" drag items:
Each drag object has 3 states: Normal (black font); Drop Correct (green font); and Drop Incorrect (red font):
I have the Drag and Drop set to allow infinite tries, and have marked the checkbox to Delay item drop states until interaction is submitted. On the Try Again layer, I want to show which items the learner correctly and incorrectly placed, by means of the green/red color coding. But this only works for drag items matched to a specific drop target. The drag items matched to None (the "distractor" drag items) never change state to either Drop Correct or Drop Incorrect (which would seem to be impossible: they've been dropped, so they must be either correctly or incorrectly dropped, right?). Here's an example:
You can see that Challenge and its definition, and Context and its definition turned red because each of these belongs in the acronym, just not in those locations (I swapped their positions). Similarly, Informing learners about their choices is the correct definition for the "F." slot, but the "F." stands for Feedback, not Failure.
Artistry and its definition, and Failure, are incorrect drag items--they do not belong in any of the drop targets. Shouldn't they be set to the Drop Incorrect state? Do I have to set them manually with a trigger? How would I do that?
I've attached my simple 1-slide *.story file in case anyone wants to take a look.
Thanks!
-Ray
18 Replies
Thanks for sharing and adding your voice here too Jacques. As you can see this discussion is a bit older and as I was scrolling back through this discussion I wondered if an easy way around it would be to use an offstage object (one that the user can't see or access) and assign that as your drop target for the decoy item? That way anywhere you drop it (since you won't be able to bring it to the offstage item) would count as incorrect.
It's still good feedback to have in terms of the changes you'd like to see and we do always enjoy feature requests!
- JacquesLeCavaliCommunity Member
That's a great workaround, Ashley. I'll give it a try right away.
thanks for the quick response.
Jacques
- WaltHamiltonSuper Hero
Unfortunately, if you don't drag a decoy item, it should not show up as incorrect, but if it has an offstage correct drop target, it will show as Incorrect, even if not dropped anywhere.
Reference this thread.
- JacquesLeCavaliCommunity Member
Given that drag and drops allow an unequal number of drop objects and drop
targets, perhaps it would be more logical to only change drop object states
if they have been dropped.I think most learners, me included, only expect to see correct and
incorrect answers associated with dropped objects, and not those that have
been left alone. Having an undropped object shown as incorrect is not that
useful anyway, if there is more than one incorrect drop.Anyhow, I understand better now that there's more to this than meets the
eye initially.Thanks for being responsive!
Jacques Correct - when you go to submit it, if you didn't drag it it'll still show the incorrect state. That would happen even for a non-decoy item if you hadn't dragged it anywhere it's state would still change once submitted.
Hopefully this better understanding of the set up will assist you Jacques and let us know if you need anything else!
- RobertBaker-dd0Community Member
Old thread but relevant to my current project.
Two things with this limited functionality. Drag and Drop will not easily allow you to show all draggable items at the same time AND tally correct/incorrect based on sequence. Ex. - I'm working on a medical donning and doffing PPE. There is a specific order the user has to follow. Additionally, they will have an entire bin of equipment - so only giving one piece of equipment at a time is impractical. I have a trigger monster to accomplish this but it's so tedious. Why can't you just drag and drop in sequence (specific order) AND have all draggables displayed and interactive at the same time?
The other thing - Drop Incorrect State is tallying if I drop the item in blank space - counts against the user. It should only do this when I drop on the incorrect target. Now I can create triggers to deal with this, but then it hurts the ability snap item back to original location. So then I have to make motion paths....
Finally - if you drop an object on the incorrect target, the state changes to drop incorrect, and the item doesn't snap back - making it impossible to try again if you are giving the learner three attempts.
Like I said, I have a work around - but the triggers are outrageous.
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