The interactions are properties applicable to a Malted
Frame, which
require a range of Media Objects, Panels and Containers for their correct
running. They allow the designer to create different types of exercises
that can be verified and checked, except for Null Interaction.
The
interaction we would like to apply is selected from Frame>Behaviour,
Description thumb. Each interaction has several parameters associated to
it, which can be modified from the Parameters thumb. On the other hand,
the list of available Actions when editing Media
Objects will change depending
on the chosen Interaction.
Malted templates are based on these interactions and they
include all the necessary items so that each interaction works properly,
so that the designer will only have to integrate texts and media files (images,
audio, etc.) in order to develop a fully functional exercise.
Demo
Multimedia 6:"Interactions"
The
available interactions are described below in alphabetical order:
Crossword Interaction:
Templates: Crossword_000.template
This interaction is a crossword: the user must drag the letters on to the boxes
so as to fill in all the gaps following the provided definitions. The interaction
requires the following items:
1. Panel called Main
2. A
container called Crossword, inside the Main panel
3.
The boxes are included inside the Crossword container. Each box is a media:
- Numbered
box: media labelled as “the number”,
Value=nogap
- Lettered box: its value is the required letter
- Transparent box: transparent media whose value
is nogap
- Black box: black background media whose value
is nogap
4. A container called Letters inside the Main Panel
5.
The draggable letters inside the Letters container
-
Each letter is a media which must be labelled as that same letter
6. A media associated to a text file including the prompts or definitions
7.
A media whose action will be verify or check and that will verify
the entries
8.
A media whose action will be clear or clearAll that rubs out the entries
Crossword2 Interaction:
Templates:
Crossword2_000.template
This interaction consists of a crossword. The user must write the letters in
the boxes so as to fill in all the gaps following the provided definitions.
The interaction requires the following items:
1. Panel called Main
2.
A container called Crossword inside the Main panel 3. A
media called Crossword, inside the Crossword container, linked to a
text file with a specific format (see Help>Interactions>Crossword2)
4.
A media called Across inside the Main Panel
5. A
media called Down inside the Main Panel
6.
A media called Definitions inside the Main Panel
7.
A media whose action
is verify or check and whose value is “Panel(
Main )” which verifies the entries
8. A
media whose action is clear or clearAll that rubs out the entries
Dialogue
Interaction:
Demo
Multimedia 5:"Dialogue template"
Templates: Dialog_000.template
This interaction simulates a dialogue that the student can follow both
with sound and text. The dialogue can take place between two characters
from the teaching unit or between the computer and the student if recording
options are added.
The
dialogue mode COMPUTER-COMPUTER requires the following items:
1.Panel
called Main including as many cards as parts in which the dialogue is
divided
2.Inside
the Main panel, each character usually has: - a
media with the character image
- a
media with the text associated to the character
- a
media associated to both an audio file and an image file (Play icon).
When clicking this media, the sound of the active card is played.
1. A
container that behaves as a navigation bar inside the Main panel which
shows the number of cards that the panel has:
- Card
number displayer: a media called Main.cardNumber
- Back
arrow: a media whose action is previous and whose value is panel( Main
), associated to an arrow image
- Next
arrow: a media whose action is next and whose value is panel( Main
) associated to an arrow image
The
dialogue mode COMPUTER – STUDENT is developed exactly in the same way
as the previous one but taking the following into account:
The character that the student plays must have:
- A
media with Record Action and Value “audio/(nameofthefile).mp3”
- A
media with Play Action and Value “audio/(nameofthefile).mp3”
Below you can read other actions which are applicable to the media from
the Dialog Interaction:
- RunAllDialog
plays all the cards within a panel with their audio files in a linear
way.
- Recap
plays the audios included in all the cards, from the first card up
to the active one
- Continue
plays from the active card up to the last one
GapFilling Interaction:
Templates:
Spelling.template, TextGaps.template, TextGapsWithContractions.template,
Transcription.template, Translate.template, TranslateWords.template,
WordGaps.template
This interaction allows the designer to develop gap exercises for the student
to fill in. Besides, used with audio files, it can also be useful to develop
spelling or translation exercises.
Necessary items:
1.
A panel called Main
2.
Inside the Main panel, a container called Phrases
3.
Inside the container called Phrases, a media with the exercise text:
There are two ways of incorporating the text:
a)
By linking the media to a text file from the text folder
The file contains the whole text with the gap words between square
brackets, i.e. [Where] do they live? Do [they live in] England?
b)
By keying the text with the gap words between square brackets into the Media
Text field.
When
there are several likely solutions for a gap, we can add them separating
them by the use of vertical bars (Alt Gr+1). i.e. [we'll go|we will go|we're
going|we are going] tomorrow to the movies.
4.
A media with verify or check Action and Value panel( Main ), which verifies
what the student has written.
5.
A media with clear or clearAll action and Value panel( Main ), which allows
the student to rub out the entries
HangMan
Interaction:
Templates:
HangMan_000.template, HangMan_001.template
This interaction allows the designer to develop an exercise based on the hangman
game.
Necessary items:
1.
A panel called Pictures that contains cards including the different stages through
which the drawing portraying the hangman goes
2.
A panel called Main within which you can find:
3.
A container called hiddenWord in which there is a media whose value must be
the word that we are searching for
4.
A container with 30 medias, each of which are labelled with a letter in the
Label field
5. A container with a media that behaves as a clue (text, image,
audio or video)
6.
A media with clear Action
7.
A media with solve Action
Match2 Interaction:
Templates:
Association.template, Match_000.template, orderParagraphs.template, orderSentences.template,
orderText.template, orderWords.template,
This interaction allows the designer to develop exercises in which the student
must match objects or words.
Templates: Association, Match, OrderWords, OrderSentences
Necessary
items:
1.
A panel called Main within which there will be:
2.
A container called Options that includes the solutions that the students will
drag:
-
Each solution is a media labelled in the same way and a value consisting of
a number that will coincide with the value of the dragged media.
3.
A container called Answers where there are boxes to which the students drag
the former media.
-
These boxes are media which can be labelled or not, and whose value is a number
that coincides with the value of the media called solution that was inside the
container Options.
4.
Optionally, the designer can also add a Container called Questions which includes
the media with the questions and that match with the empty boxes, as long as
they have the same Value. (see Match_000 template)
5.
A media with verify or check Action and a value panel( Main ) that verifies
the entries
6.
A media with clear or clearAll action and a value panel( Main ) that rubs out
the entries
The
matching takes place by dragging the solutions to its corresponding
box.
In the Interaction parameters the designer can decide when to verify:
a) anyTime, that is the student will be able to check the answers
at any time
b) atEnd:
that is the student will only be able to check after having completed the whole
exercise
c) onAssociation:
that is the student will automatically check when matching each couple; while
dragging each solution to its corresponding box an arrow will be shown on the
screen. That arrow can be checked again after completing the exercise (atEnd),
at any time while doing the exercise (anytime), or after matching two objects
(onAssociation).
DND Match Interaction:
On the verge of extinction, since its functionalities are
included in Match2.
Memory Interaction:
Templates:
This interaction allows the designer to develop an exercise that consists of
matching pairs, based on the classical memory game: the cards are on their backside
and can only be seen in couples, so that the goal of the exercise is to find
the couples until all have been revealed.
Necessary items:
1.
Panel called Main
2. Within the Main panel, a container called Options
3.
Within the Options container there will be several media that will behave as
the cards of the exercise:
-
They can portray images or include text in their Label.
-
Each couple of medias must have a Value with exactly the same number.
4.
A media with retry Action and Value panel( Main ) that returns all the cards
to their initial state.
MultipleChoice
Interaction:
Demo
Multimedia 4:"Multiple Choice template"
Templates: MCh_1Q_anyTime.template, MCh_1Q_atEnd.template,
MCh_1Q_onClick.template, MCh_MQ_anyTime.template, MCh_MQ_atEnd.template,
MCh_MQ_onClick.template, TrueFalse_anyTime.template, TrueFalse_atEnd.template,
TrueFalse_onClick.template, WordGaps.template
This interaction allows the designer to create multiple choice and true/false
exercises.
Necessary items:
1. A panel called Main
2. Within the Main panel, a media that includes the prompt or question
(text, image, etc)
3. Within the Main panel, a container called Answers in which the designer
will decide to activate or not the Checkbox display option, according
to the fact if the designer wishes to enable the answer marks or not
4. Within the container called Answers, there will be several media which
will behave as the several likely answers.
5. Each media will include:
- Label: the answer text
- Value: true or false according to the nature of the answer
- Checkbox:
- if activated, it allows us to select several answers at the same time,
although it will be necessary to add a check button
- if not activated, the verification is automatic with a correct or wrong
feedback sound when clicking the answer
If
the checkboxes are activated:
6.
A media with verify Action so as to check the answers and to show the right
and wrong ones, or a media with check Action that only shows the user's score.
7.
A media with clear Action that rubs out the selected answers. In the Multiple
Choice interaction parameters the designer can choose checkOnlyOne, which will
enable the student to select several answers or only one.
Null
Interaction:
Demo
Multimedia 3:"Blank template"
Templates: _Blank.template, acknowledgements.template,
freeWriting.template, Functions.template, Menu_001.template, onePanel.template,
plantilla_portada.template, plantilla_templates.template
It features a lack of interaction. It is used in exercises that do
not require any of the other interactions, either because they are simply
screens to be seen with no other purpose, or because the media actions
and properties are enough so as to produce interaction with the user,
such as writing exercises, listening exercises, video ones or any
other type of exercise that does not require a verify button.
Order
Interaction:
Templates:
Order_000.template
This template features a range of words for the user to order and build a sentence.
Necessary items:
1.
A panel called Main
2. Within the Main panel, a container called Questions
3.
Within the container called Questions, as many media as chunks of the sentence.
-
Each media will have the chunk of the sentence keyed into the label field, and
the sentence will be written in order; the order interaction will automatically
break the chunks when running the frame.
4.
If more sentences are needed, it will be necessary to add more containers, which
must be named as Questions1, Questions2, Questions3, etc.
5.
A Media with verify Action that verifies the answers and show those right and
wrong ones.
6.
A media with clear Action that rubs out the score so that the exercise can be
done again.
.
Transcription
Interaction:
Templates:
This interaction can verify a written text. It compares the text that the user
keys in with a sample one and, if there are differences, it returns the wrong
answers.
Necessary items:
1. A Panel called Main
2.
Within the Main Panel, a container called Text
3.
Within the Text container, a media whose value is the path to the sample text
and whose editable text box is ticked, i.e. Value: text/Transcription.txt.
4.
A media that includes the prompt, for instance an audio file if it is a dictation,
a text file if it is a question, etc
5.
A media with verify or check Action, which checks the entries.
6.
A media with clear or clearAll action, which rubs out the entries. |