Define the experience. Do you want the experience to feel like a game or real-world?
Boost engagement by showing not telling. Simulate the feeling of real-world pressure by limiting the time. Show impact with credits. Reach deeper thinking by shuffling choices. The feeling of stress can significantly change someone's decisions. Limiting the scenario time creates pressure on the user to make decisions faster to complete the learning simulation.
Use the settings together to create a rich and engaging learning experience!
Did you know? You can override the general scenario settings to create a more dynamic experience.
Enabling shuffle choices randomizes the order of choices that are presented the user, so they are never presented in the same order.
Prompts learners to think about their choices and the question.
Ordinarily, users will click a choice, get a warning, go back and click the next choice down without reading or thinking, they are automatically cycling through the choices.
This reduces the mindless automatic click cycle, by randomly shuffling the choices that are presented the user each time the node is loaded which prompts learners to slow down their thinking and process the question being asked and think about the choices.
Simulate your own points system.
Did you know points can be customized for each choice or overridden on each node?
This gives you the flexibility to connect many choices to a single Warning node while have a different penalty for each choice, even though they all lead to the same Warning node. This allows you to easily reuse any of the nodes.
Create the configuration for you that focuses on outcomes and impact. Show decisions have consequences.
The credit prefix is the word or symbol that comes before the credit number.
The credit suffix is the word or symbol that comes after the credit number. This field can be blank.
This is the number of units the user starts the scenario with. It can be a whole number or a decimal like 5 or 5.31.
Add credits when the user arrives at a Scene node.
Subtract credits when the user arrives at a Warning node.
This is the title that is displayed when the credits reach 0.
The message is displayed when the user runs out of credits. TryUse emojis and encourage your users to retry the scenario.
Goal: Make good decisions, finish before running out of money.
Setup: Start the user with $250 and charge them $15 for each choice. You can override the
Sample Configuration:
Alternatively set the Penalty on the Choice: 6. Leave the Penalty field blank. 7. Set the Penalty at the Choice level
Tip! You can override the $15 penalty at the node level.
Goal: Make good decisions, finish before running out of money.
Setup: Start the user with 100% of life and penalize them 10% of their Lifeforce for landing on a Warning node. You can override th
Sample Configuration:
Given the following settings:
The user will begin the scenario with 1,000 Points.
Settings
Why might more or less than the global setting?
Did you add a bonus or penalty on a choice?
For example if you are subtracting 50 points at the choice and this choice routes the user to the Warning node "Verbal escalation 2" which is configured to override the global penalty to subtract 500 points. 1. 50 points is deducted for the selection of the choice 2. 500 points is deducted when the user arrived on the Warning node. 3. 550 points are deducted in total.
The choice "Quit your crying" subtracts 50 points for the choice which routes the user to the Warning node that does not override the point penalty, so the default global penalty configured in the settings deducts 50 more points.
Boost engagement by creating a race against the clock. Simulate the feeling of real-world pressure by limiting the time.
The feeling of stress can significantly change someone's decisions. Limiting the scenario time creates pressure on the user to make decisions faster to complete the learning scenario.
Create the configuration that focuses on outcomes and impact. Show decisions have consequences.
If the clock reaches 0:00, the scenario will end, but the user will have the option to restart.
Limits the overall time in minutes. Pausing the timer You can pause the timer in the Hint node, so when the user lands on the hint node the time will be paused.
Add seconds to the clock time when the user arrives at a Scene node.
Subtracts seconds from the clock time when the user arrives at a Warning nodes.
The title that is displayed if when clock reaches 0:00.
The message that is displayed when the user runs out of time. -Tip: Use emojis and encourage your users to retry the scenario.
Tips
Add limited pressure to your scenario by enabling the timer and limiting the overall scenario time.
Limiting the overall scenario time, but also add penalties and bonuses. Penalties are applied when the user lands on warning nodes.
Create a high pressure situation by starting the user 1 minute. Only add time for correct decisions and subtract time for poor decisions by setting the Penalty to 15 seconds and Bonus to 5 seconds. This creates a sensation that the learner is always on the verge of running out of time and reveals true gut reactions, because learners will choose the most familiar choice.
Research on State Dependence tells us that people who train under simulated pressure perform better in the real world under pressure than those who did not train under stress. Evidence presented in the literature shows that pressure can be simulated by limiting and manipulating the available time the learner has to complete the activity. Therefore, it can be postulated that limiting the time a learner has to navigate a scenario and evoking feelings of pressure and stress during training will increase the decision error rate. In addition, with the possibility of a learner choosing a fatal decision in a time-limited scenario, the learner may also fail if he or she does not reach a successful finish node before the time runs out.