storyline 360
424 TopicsStoryline360 Printable Multi-Question Free-Response Reflection Template
Turn learner reflection into something they can take with them. This customizable Storyline 360 template includes five required free-response fields and a Save My Commitment button that creates a clean, print-friendly summary of the learner’s responses. Required-field validation prevents learners from continuing until all five prompts are complete, and the printable version preserves longer, multi-line responses. Learners can print their completed action plan or use their browser’s Save as PDF option to keep a digital copy. The interaction uses Storyline text-entry variables, trigger conditions, and JavaScript to create the printable output. Both the on-slide experience and print layout can be customized, including the prompts, colors, fonts, title, and footer. The included JavaScript is commented to make key customization points easier to find. Good for: reflection activities, action plans, learning commitments, goal setting, post-training application, and other activities where learners benefit from leaving with a copy of what they entered. Explore how this project looks as a Storyline360 (opens in Review360)78Views1like10CommentsA Full 60-Minute 360° Escape Room Built in Storyline
This project started during a one-month workation in Portugal. I was staying in a beautiful little house overlooking the surfers’ beach in Arrifana. It wasn’t one of those empty, soulless vacation rentals – the house had so much character. The decorations on the walls especially caught my attention because some of them almost looked like clues waiting to be solved. So, alongside my client projects, I started building something just for fun. I had wanted to experiment with Storyline’s 360° feature for a long time. I also wanted to see just how many triggers I could possibly squeeze into one project. 😉 Spoiler: There’s one slide with around 300 triggers. Can you guess which one? But most of all, I had always wanted to build a proper digital escape room – not just a few simple puzzles connected by a Next button, but something challenging enough to give you that satisfying “YES! I figured it out!” feeling. The scenario is simple: You’re a freelancer in Portugal with an important online meeting coming up. There’s just one problem: the internet isn’t working. Time to explore the house... How it works I deliberately chose a very open structure. There is no fixed order in which you have to solve the escape room. Instead, there are several interconnected paths, puzzles, items, and chains of events you can discover and work on simultaneously. The house also changes depending on what you’ve already discovered or which items you’ve found. And there might even be a second version of the house you can unlock... But I probably shouldn’t say too much about that. 😉 Behind the scenes One of my biggest design challenges was connecting traditional Storyline slides and puzzles with the 360° environments without making it feel like you were suddenly leaving the world of the escape room. Another challenge was creating an inventory that worked naturally with the open structure of the game. And then there’s the chick game. That one nearly broke me. It might also break you a little bit. Sorry! But it took me so long to build that there was absolutely no way I was taking it out again. You’ll just have to be fast. 😉 Technically, however, the hardest part wasn’t any individual interaction. It was keeping track of all the puzzles, variables, dependencies, and event chains – and making sure everything still worked logically when players could explore the house in almost any order. I also used sounds, visual details, and hidden clues throughout the environment to help players make connections and notice when something has changed. Making a difficult escape room playable I wanted this escape room to be challenging. The goal was to create something that actually feels rewarding when you solve it. After testing it with both experienced puzzle solvers and beginners, however, I realized that the open structure also makes it harder to connect the clues. So I made a few puzzles slightly more forgiving and added optional hints. You can still try to solve everything completely on your own – but if you get stuck, help is there. The full escape room takes approximately one hour, depending on how quickly you solve the puzzles. I’d absolutely love it if some of you took the time to really play through it – especially fellow Storyline developers and escape-room fans. And I’d love to hear your feedback: What worked? Where did you get stuck? Which interaction did you enjoy most? And, of course... Did you land the project? 😉 https://wifihunt.lernstil.de/en/254Views3likes10Comments3D Timeline: A Timeline Learners Travel Through
You have six milestones and a deadline. The SME sends a slide with a line, six dots, and a paragraph under each one. Learners skim it and click Next. I wanted to try something different. The 3D Timeline turns each milestone into a stop on a path. Learners move forward one checkpoint at a time, and the details for each stop appear as they arrive. Why This Works for Learning When sequence matters, how we present information makes a difference. Rather than displaying every event at once, this interaction uses segmentation and progressive disclosure to help learners process information one milestone at a time. The 3D path also provides a visual representation of sequence and progression, making it easier to follow how events unfold. At Bloom's Understand level, learners can identify milestones, explain their significance, and recognize chronological relationships. Pairing the timeline with questions about what changed between milestones can encourage deeper analysis. How to Use It in Articulate I built this using my 3D Timeline generator at eLearningDesign.org. It includes Quick Build, which lets you generate milestone content using your preferred AI tool, then paste everything back into the generator at once. Colors, content, and styling are customizable. The completed interaction exports as HTML. Rise 360: Add a Code block and insert the generated HTML, or upload a compatible HTML project ZIP. Storyline 360: Insert the exported HTML as a Web Object. Other platforms: Use the HTML export with authoring tools or learning platforms that support custom HTML. No need to rebuild the interaction with individual layers, triggers, or animations. Explore the Example https://e-learning-tools.vercel.app/3dtimeline.html How It Was Created The interaction was created using the 3D Timeline tool at eLearningDesign.org. https://www.elearningdesign.org/new-generators/3d-timeline158Views5likes5CommentsWeekly Challenge Submission: NA Oktoberfest Interactive Festival Game
https://360.articulate.com/review/content/8d023902-8305-4052-9e42-f0c12e40ae03/review Cross-posting this from this week's weekly challenge to share more broadly! Enjoy :) -- Hi all! Excited to share my first challenge submission! I'm embarrassed to say that after almost two years at Articulate, although I've done a lot of little mini projects to test new features, I've never actually set out to complete a challenge before. After having a coffee chat with this week and seeing one of his amazing Storyline builds, I got inspired to finally take a swing. I hope you all enjoy my build and am excited to hear what you would do to improve it! The idea I don't drink alcohol, but I do love to enjoy an NA beer, so I wanted to put together a virtual "NA Oktoberfest." I'm a nineties kid who grew up playing Neopets on my family PC, so I'm always inspired by interactive maps and decided to use that as the framing device for build. I decided to put together three stations that each had a different mini learning "game." I wanted there to be an overall gamification to the entire experience, so I added a "snack plate" concept as a way for learners to collect three different pretzels as they completed each game. The tools I used I used Storyline for this build. I built the visuals almost entirely from built in illustrations in the Storyline media library, but added a few separate images from Unsplash where needed (like the wooden wall background in the target game or the brewery background in the tasting tent). The entire thing runs off of a pretty basic branched scenario where the home "map" is a game selector and then each game has a different scene path. I used quite a bit of AI text to speech especially in the festival stage/audience participation game, and a good amount of additional audio and animations for emphasis and to make the whole thing feel more engaging. My target skill: states & variables The big thing I wanted to achieve and master with this build was using states and variables to achieve the logic of earning pretzels on the snack plate as you progress through the games. I needed to find a way to make it so that the learner could earn one pretzel at a time in any order they wanted, and to do that I used variables and states. On the main slide, I added each of the three target pretzels with a default state of hidden. I added three global variables to the project so that each different game could be marked as "done" when the learner claimed each pretzel. At the end of each game, I made it so the learner would click to "collect" the pretzel (which I liked because it has a sort of video game quality to it of picking something up and adding it to your inventory). I set up a trigger on each pretzel that would set the state of the given game to done (from false to true). I also added a trigger on each pretzel claim moment that would bring the learner back to the map page. On the map page, I set each pretzel's state to change from default (hidden) to normal when the given variable changed to true. These triggers took some troubleshooting and tinkering to get right and I'm excited to have finished the project. There's a lot more I would have done if I had more time (fine tuning the visuals, adding more consistent audio throughout, making accessibility improvements, etc). I had an idea I didn't see to fruition where in the target game you "earn a dart" for each correct answer and then use the darts to play multiple times and each dart through is essentially operating off chance, but I didn't have time to puzzle that one out this time. Perfect is the enemy of done, so I wanted to share this with you all as it is! I hope you enjoy it and get inspired to try a new variety of NA beer!54Views1like1CommentRavenholt
On m'a souvent demandé ce qu'on pouvait raconter avec Storyline au-delà d'un module e-learning classique. 🎮Variables, logique conditionnelle, ambiance sonore, effets visuels... le logiciel peut aller beaucoup plus loin qu'on ne le pense. Ravenholt. Un château familial fermé depuis trente ans. Une lettre jamais ouverte. Une seule phrase : "Si je ne reviens pas, ne laisse personne y retourner. Sauf toi." Vous n'auriez pas dû venir. Vous êtes venu quand même.
61Views0likes1CommentPersonalized Learning Experience
This is just the last three slides in a module. The idea is for the learner to reflect on their experience with the process we just taught and get them thinking about what to do next. https://360.articulate.com/review/content/8610d839-ce0c-429d-8803-241f1e1d4a29/review442Views2likes5CommentsHiring Manager Interview Simulation: A Scenario-Based Final Knowledge Check
I recently built this scenario-based final knowledge check for the 2nd module in Loram's Talent Acquisition Hiring Manager Training program. Instead of ending the course with a traditional multiple-choice quiz, I wanted learners to apply their knowledge by working through a realistic hiring process from start to finish. In this simulation, the learner takes on the role of a hiring manager at Loram and navigates each stage of the interview lifecycle: - Preparing for the interview using the ICARE Interview Guide - Conducting a behavioral-based interview - Evaluating candidate responses using the STAR method and competency ratings - Participating in an interview debrief discussion - Providing development-focused feedback to an internal candidate The experience is framed as a hiring manager dashboard displayed on a computer screen. Learners interact with different workflow tabs, make decisions throughout the process, and receive coaching from a Talent Acquisition Manager character named Vicki. Incorrect choices trigger consequence-based feedback that demonstrates what can go wrong when interview best practices aren't followed. View this knowledge check here on Review 360: https://360.articulate.com/review/content/831cda88-b5f5-49e3-9567-ce4f38bfb303/review Design Goal My goal was to move beyond knowledge recall and create a practical simulation that mirrors the real hiring decisions Loram managers make throughout the interview process using gamification. I wanted learners to experience the entire interview lifecycle while reinforcing key concepts such as: Structured interviewing Behavioral-based interviewing STAR methodology Objective candidate evaluation Interview debriefs Internal candidate development conversations Consistent and compliant hiring practices Development Notes A few design choices I incorporated: Scenario-based decision making using gamification instead of a traditional quiz Character-driven coaching and feedback Consequence-based remediation for incorrect decisions Progressive workflow that mirrors Loram's actual hiring process Visual dashboard interface to increase immersion Focus on realistic workplace situations rather than obvious right-or-wrong answers Internal and external candidate scenarios to reflect real hiring manager responsibilities Tools Used Articulate Storyline 360 States, layers, variables, and triggers Scenario-based branching Microsoft Copilot AI-generated visual assets Custom dashboard-style interface design What I Learned One of the biggest challenges was balancing realism with brevity. Hiring conversations can be complex, so I focused on creating concise scenarios that still felt authentic in partnership with my subject matter experts and reflected the decisions Loram hiring managers make before, during, and after interviews. I also wanted learners to understand not only what the correct decision was, but why it mattered. The consequence-based feedback allowed me to reinforce concepts like preparation, objective evaluation, documentation, compliance, and employee development in a way that felt more realistic than traditional quiz feedback. I'd love to hear how others approach scenario-based assessments or realistic workplace simulations in their eLearning projects!329Views1like2CommentsSpotlight using JavaScript and Alt Text
I created a spotlight feature, with some help from AI, to focus on specific areas of the screen in e-learning. I didn't create it for spotlight interactive gaming scenarios. I use it for software focal areas. You can add a shape or multiple shapes to your slide and add alt text, and JavaScript on the master slide recognizes the text. It currently works with circles, ovals, rectangles, squares, and rounded-edge shapes. However, I couldn't get triangle or star shapes to work. You can also change other features. For example, you can adjust blur and Mask color and apply them to a button to toggle them on or off. Let me know your thoughts. I provide a step-by-step guide in the downloadable storyline file. Spotlight in Storyline using JavaScript Demo Link193Views2likes2CommentsStoryline 360: Award-Winning Gamified Scenario
This gamified example created with Storyline 360 was voted best soft skills project at DevLearn’s 2022 Demofest—a huge, science fair-like showcase of e-learning examples from creators like you. It’s easy to see why this project got so many votes! The immersive graphics and realistic scenario are enough to grab—and keep—anyone’s attention. Explore this project. If you’ve never built a game-based course, you might feel like it’s beyond your reach. But you don’t have to have professionally designed illustrations to create an engaging, gamified experience. You can start small by adding a few game elements—like progress meters or stories that evolve based on learner actions—to your course. And thanks to all the powerful yet intuitive features in Storyline 360, that’s supereasy to do. Simply click on the linked resources to get started.4.1KViews1like18Comments3 Copy-Paste Storyline JS Interactions (Confetti, Progress Bar, Timer)
Hey everyone — long-time Storyline builder here. I kept running into the same wall: I wanted confetti on quiz wins, a real progress bar, and timed questions, but every solution I found was either a forum snippet with no instructions or an expensive subscription product. So I built my own set of 10 JavaScript interactions, tested each one by hand in a real Storyline project, and wrote beginner-proof setup guides for all of them (exact variable names, literal click paths, wiring recipes, test checklists — no "figure it out yourself" steps). I'm giving away 3 of them free — confetti burst, course progress bar, and countdown timer: https://ronaldhicks.gumroad.com/l/storyline-js-sampler Each one is a single paste-ready snippet plus plain Storyline variables. No JavaScript experience needed. Works in Storyline 360 and Storyline 3, including LMS/SCORM wrappers. If you find them useful, the full pack of 10 is $19 — but the sampler is free forever, no strings attached. Hope these save somebody an afternoon.197Views1like0Comments