Book Image

Mastering Adobe Captivate 2019 - Fifth Edition

By : Dr. Pooja Jaisingh, Damien Bruyndonckx
Book Image

Mastering Adobe Captivate 2019 - Fifth Edition

By: Dr. Pooja Jaisingh, Damien Bruyndonckx

Overview of this book

Adobe Captivate is used to create highly engaging, interactive, and responsive eLearning content. This book takes you through the production of a few pieces of eLearning content, covering all the project types and workflows of Adobe Captivate. First, you will learn how to create a typical interactive Captivate project. This will give you the opportunity to review all Captivate objects and uncover the application's main tools. Then, you will use the built-in capture engine of Captivate to create an interactive software simulation and a Video Demo that can be published as an MP4 video. Then, you will approach the advanced responsive features of Captivate to create a project that can be viewed on any device. And finally, you will immerse your learners in a 360o environment by creating Virtual Reality projects of Adobe Captivate. At the end of the book, you will empower your workflow and projects with the newer and most advanced features of the application, including variables, advanced actions, JavaScript, and using Captivate 2019 with other applications. If you want to produce high quality eLearning content using a wide variety of techniques, implement eLearning in your company, enable eLearning on any device, assess the effectiveness of the learning by using extensive Quizzing features, or are simply interested in eLearning, this book has you covered!
Table of Contents (17 chapters)
7
Working with Quizzes
14
Variables and Advanced Actions

Displaying random feedback messages

Now that the JavaScript code is in place, we can safely use the new random feedback messages capability of the project. You can do this by following these steps:

  1. Still in the Chapter14/takeTheTrain.cptx file, use the Filmstrip to go to the Knowledge Check question of slide 10.
  2. Double-click the red Failure Caption and delete the text it contains.
  3. Use the Insert Variable icon of the Properties inspector to insert the v_randomFailure User Variable in the failure message. Increase the maximum length to 150 characters to accommodate longer messages.
  4. Repeat the same set of operations to insert the v_randomSuccess variable in the green Success Caption.

Thanks to the preceding actions, the value of the v_randomSuccess and v_random failure variables will be displayed in the feedback messages for the Knowledge Check question of slide 10. The final thing we need to do is generate those random messages using our pickMessages() JavaScript function when the playhead...