Bloom’s Taxonomy and Learning Games

blooms-taxonomy-and-learning-games

You have a clear business problem, a related instructional goal, and a desire to incorporate learning games to help you achieve your instructional goal. But which games are best? To answer the question, focus on crafting relevant learning objectives. These objectives should outline what learners need to know, do, or believe/feel to achieve whatever instructional goal you have defined.

Use Bloom’s Taxonomy to help you craft your objectives and accurately assess what level of cognitive skill learners need to use to produce your goal. Bloom’s levels don’t function in isolation of one another, even though we tend to think of them as doing so. Most complex tasks require us to use multiple levels within the taxonomy. However, Bloom’s provides a reasonable way of organizing the learning experience so learners can build skills in steps.

Bloom’s Taxonomy categorizes learning into six levels of thinking, with each level adding complexity. The original taxonomy is from 1956, with a revised taxonomy developed in 2001. The revised version flips the final two levels and uses different synonyms to describe the lowest level of cognition.


Building a Knowledge Guru Drive game? The Drive authoring tool uses Bloom’s Taxonomy to ensure good objectives. Read the full tutorial in our Knowledge Base.


Your task as the learning game designer is to choose a game type that enables the player to achieve the cognitive skill required. Most of all, make sure your learning objectives map to your instructional goal, and your game type enables players to achieve the objectives.

Once you know the skill level you want players to achieve, you can choose a game type that can best help them achieve targeted skills. Table 4-4 summarizes the original taxonomy and offers suggestions on game types appropriate for each level. The left column defines the cognitive skill. The middle column lists examples of behaviors you might include in a learning objective that targets that level. The right column identifies game types that work well for that level. The list is not comprehensive; it merely provides starting ideas.

You’ll also see that some game types can work for multiple levels. In addition, the content within your game can dictate what level of cognitive skill is required to play it successfully. A quiz-style game such as Knowledge Guru’s Legend or Quest game types can focus primarily on recall, or it can require higher-level skills in analysis, synthesis, or evaluation, depending on how you structure the game questions and what content you include. Knowledge Guru’s Drive game type includes different mini-games that each work for different levels of Bloom’s Taxonomy. Learn more here.

 Bloom’s Taxonomy and Game Types
Cognitive Skill Sample Verbs for Learning Objectives at This Level (Barton 1997) Game Types to Consider
Level 1: Knowledge

Know and remember facts or ideas.

List, identify, recognize, name, match, select, recite Quiz-style, arcade-style, matching, game-show styles
Level 2: Comprehension

Understand the facts or ideas; be able to explain them accurately.

Explain, describe, compare, contrast, distinguish, summarize, rephrase, tell Quiz-style, collection and classification games, exploration games, storytelling games
Level 3: Application

Use facts or ideas to solve problems or respond to situations.

Use, demonstrate, choose, solve, organize, develop, build, make use of Story- or scenario-based quiz games, matching games, role-playing games, decision games involving scenarios, simulations
Level 4: Analysis

Break information into parts and identify causes; make inferences and form generalizations based on examination of facts.

Analyze, compare, infer, categorize, classify, distinguish, conclude, describe relationships Strategy games
Level 5: Synthesis

Organize and combine information to form alternative solutions.

Compile, create, estimate, invent, choose, design, predict, combine, develop Building games, simulations
Level 6: Evaluation

Judge information and facts against a set of criteria. Form opinions and ideas based on this judgment and be able to defend them.

Determine, critique, decide, prioritize, assess, evaluate, deduce, justify Simulations, role-playing games

Examples

The instructional goal targets level 3 skills (application), but to be effective the sales rep may also need to use some level 4 skills (analysis). We identified each objective’s skill level. You might create a game for one of these objectives or craft multiple games targeted to several. Or, you might formulate a single complex simulation that requires the learner to demonstrate all these objectives.

Instructional Goal: Account managers can fluently communicate the right product value propositions to customers using stories.

The learning objectives learners need to master to achieve the goal include:

  • Select the appropriate tools to support the system. (Level 1)
  • Explain the features, associated benefits, and stories. (Level 2)
  • Given a customer need, choose the right features and articulate the associated benefit. (Level 3)
  • Ask the right questions to uncover the customer’s needs. (Level 3)
  • Tailor the value proposition and stories to the customer’s needs. (Level 3)
  • Contrast the [product name] methods with other methods of the past. (Level 4)
  • Given a real customer, put together an appropriate story. (Level 5)
  • Overcome customer objections. (Level 6)

The bottom line? Formulate your learning objectives first, and then consider what types of games best support the objectives.

How Big Should a Knowledge Guru Game Be?

Customers frequently ask us, “How big should my Knowledge Guru game be?”

We respond back with “It depends.” Game “size” really means the number of topics you include in the game and the amount of content you include in terms of learning objectives, questions (Quest) or content for each mini-game (Drive).  The biggest two factors influencing game size are: 1) the way you intend for players to interact with the game, 2) the number of learning objectives you intend for the game to support.

There are three possible ways you can plan for learners to interact with your game:

  • Play through the entire game in a single session at a time of their choosing. This scenario automatically means you are using a Quest or Drive (with Custom minigame delivery enabled) game type. It should also trigger you to design a shorter game with a maximum of five topics (Quest allows up to 7 and Drive allows up to 7). Plan to keep each topic small: 4 to 6 question sets per topic for Quest and 1-2 learning objectives per topic for Drive. This will give players about 15 to 30 minutes of gameplay time and enable you to introduce or reinforce the most essential content.
  • Space play over time. Both Drive and Quest are designed for spaced play. With Quest it is an option. With Drive, it is required for Daily 3 minigame delivery and an option with Custom minigame delivery. With spaced play, your game can have more content within it because players only see a portion of it at a time. A Drive game that uses Daily 3 controls the interaction, limiting it to about 5 minutes per day so your larger question is how many days do you want them to have to play to see all of your game’s content. With Custom minigame delivery, you can space play in a few ways: by date, by score, in sequential order (one game won’t unlock until the previous game has been played), or by context (players must play all contexts of a game before the next unlocks). With Quest, you can space play two ways: a level per day (1 topic and 1 set of questions associated with that topic) or a world per week (all topics and one set of the questions associated with all those topics).
  • Play a Quest, or Drive game with Custom minigame delivery as part of a live event. In this scenario, you are going to specify a certain amount of time be spent in game play. This absolutely dictates the amount of content you can include. You cannot have more questions or minigames within a topic than someone can reasonably complete in the time you are allocating for game play.

Be very aware that learners read and process information at different speeds. Learners spend widely varying amounts of time to complete the same game. Their processing speed depend on reading proficiency, education level, their native language, and their familiarity with the content. Factor these things into your judgment of how much content to include.

Use the links provided below to get specific guidance by game type.

Drive

Drive has two minigame delivery methods: Daily 3 and Custom.

  • The Daily 3 minigame delivery method is approximately 5 minutes and provides players with three different mini-games to play each time. A meaningful Daily 3 minigame delivery experience means that each of the mini-games you create contains sufficient content so that players will encounter unique content in that game over at least three instances (daily games) of play. This ensures you are giving players sufficient “retrieval practice” for every learning objective you have. (Remember – each mini-game you create is associated with a single learning objective.)
  • Custom minigame delivery allows game authors to customize how much content players encounter at one time. With Custom minigame delivery, you can space play in a few ways: by date, by score, in sequential order (one game won’t unlock until the previous game has been played), or by context (players must play all contexts of a game before the next unlocks).

Guidelines for Drive vary by use case.

  • For Drive games played over time, target seven to nine days of game play. This should allow players to play all the games multiple times and equates to about 45 minutes spent with the app over a period of two to three weeks’ time with a goal of playing three times per week.
  • For Drive games meant to be played in a single sitting, target 15-30 minutes of game play. This is a realistic amount of time for most players to spend in one sitting.

There are six unique mini-games you can create within Drive. The guidelines below will help you create games.

Balloon Burst

Balloon Burst enables you to identify a minimum of two categories to as many as six. For each category you include you must create statements that a player can associate with that category. The minimum number of statements required for a category is three. For an optimal game, provide at least six statements for each category if you only have two categories or five statements per category if you have three or more categories.

For additional Balloon Burst best practices, click here.

Fish Finder

Fish Finder, like Balloon Burst, lets players associate facts with categories. The minimum number of categories you can include in a game is two; the maximum is seven (which could create a very large game!). The same guidelines apply: if you have only two categories, make sure each one has at least six statements. If you have three to four categories, make sure each one has four or five statements. If you have more than five categories, then you may want to limit the number of statements per category to three or four.

A single instance of Fish Finder will require players to respond to a minimum of 4 statements and a maximum of 8 statements.

For more details on Fish Finder, click here.

Forest Flight

For an optimal player experience, you will want to create three unique branched scenarios. Each scenario requires that you have at least two branches associated with it; you can have three. Each branch can include up to three choices; you must have at least two.

Branched scenarios take time to write, which is why Drive allows authors to only create two for a valid game. However, if you truly want to provide sufficient practice for a player, you will take the time to create three unique scenarios.

For complete information on how to create a Forest Flight game as well as best practices, click here.

#Happy

Include three contexts/scenarios within a game to provide ample practice. You can create a #Happy game with only one context/scenario, but to maximize practice, try for three.

Consider going beyond six statements for better re-playability of contexts/scenarios. You can reword a good or bad response to encourage the learner to focus on the feedback and to prevent them from doing well on future play-throughs simply because they memorized responses. Here’s an example of two ways to phrase a response that achieves the same aim.

  • Example: “What safety data have you already seen?” (Question) “Here is our safety data.” (Statement)

For additional #Happy best practices, click here.

Knowledge Knight

Games require at least six questions to ensure a minimum of two play-throughs of the game. We recommend creating nine questions. This ensures variety, but keeps the number of playthroughs required for mastery to a reasonable amount.

An ideal series of three questions includes one question that encourages recall of knowledge coupled with two questions that require application of that knowledge in a job context the learner will encounter in the job.

For additional Knowledge Knight best practices, click here.

Safecracker

For an optimal player experience, include at least three needs (aka scenarios), which results in three unique rounds of the game. The maximum number of unique needs is five.

Each time the game is played, it will display two distractors along with the correct responses for each benefit and feature. When you create your game, re-use distractors across benefits and across features to verify that your learners can truly associate correct benefits with needs and correct features with benefits.

For additional Safecracker best practices, click here.

Quest Game Size

Like Drive, Quest is designed to maximize learner retention of content. However, if you overload your game with too much content, you will hurt your players’ ability to remember. Novice authors can go a bit crazy on crafting questions and suddenly find themselves with 8, 9, 10 or even 11 question sets within a single topic. The result is player fatigue and overload. They end up remembering very little.

Quest requires you create a minimum of three topics with a maximum of seven topics. We recommend creating a minimum of three question sets per topic. Consider whether spacing is applied when deciding on the maximum number of questions within a level. Also assume players need 30 to 45 seconds to respond to a question when calculating how long play will take.

Player perspective: If I am playing a level per day, then eight or nine questions doesn’t seem like a big deal. If I play an entire game all at once, then eight or nine questions in a level is too many. In such cases, limit the number of questions within a level to four to six questions and vary the number from level to level.

 

 

Spacing Options Available in Quest

Knowledge Guru allows you to customize how often players can access your Quest game. Game spacing can be a critical component of successful learning design. In fact, the key to long-term memory formation is not the amount of time spent learning, but the amount of time between learning.

Available Spacing Options

1. No Spacing (this is the default)

Use the default when you simply want people to play through the entire game at one time and you are content with a “micro-spaced” experience where people encounter repetitions of content within minutes.

2. Level a Day – limit play to a single level per day

Use “Level a Day” when you want to maximize game spacing and ensure that people encounter repetitions of content several days apart. This spacing is ideal for creating a microlearning experience.

3. World a Day – limit play to a single world (including all its levels) per day

“World a Day” may be a good option if you want learners to get through all the content quickly, but still want to provide some level of spacing. It also works well when setting up a short, time-based competition.

4. World a Week- limit play to a single world (including all its levels) per week

“World a Week” works particularly well if you use a Quest game as part of a multi-week course. Use it when you want to maximize game spacing and ensure that people encounter repetitions of content approximately 8 days apart. Research supports this spacing as being highly effective. A level of day also works well as a post-training reinforcement.

5. Manual – manually select what levels and worlds are available to your players

Authors have the option of adjusting level availability or they can schedule an entire world to unlock at a future date.

You can learn more about manual game spacing options in the article How to Manually Lock and Unlock Levels and Worlds in Quest.


Quick Steps to Edit Game Spacing in Quest

1. Select the Customize section in the left-hand menu, and choose Game Spacing.

2. Choose the spacing option you want by selecting the circle next to that option.

3. Click SUBMIT.

Click through the slideshow below to see the steps in action.

Quest vs. Drive: When each is appropriate

Knowledge Guru has three game apps that offer different learner and gameplay experiences. Quest uses a question/answer format. Drive uses mini-games that are more robust in the gaming aspect and go beyond simple question/answer. This article explains the main differences between Quest and Drive in terms of instructional design, use cases, and player experience.

Want the short and sweet version? Here’s a summary chart.

Now, let’s break it down. When it comes to instructional design, all the Knowledge Guru apps share four core design elements, but there are a lot of differences as well. The chart below shows these differences.

Attribute Drive – Daily 3 minigame delivery Drive – Custom minigame delivery Quest
Uses some method of spacing/repetition to reinforce and enable remembering. X X X
Ties to scoring performance. X X X
Links content to learning objectives. X X X
Provides immediate feedback. X X X
Heavily emphasizes adaptive, personalized learning with app adjusting learning content based on user’s performance and confidence ratings. X  
Optimized for microlearning with a goal of 5 minutes/session and experiences that require about 2-3 weeks of effort to conclude. X  
Game spacing and order can be customized.   X  
Players work toward a mastery rating. Spaced repetition influenced by player’s performance and confidence. X X
Uses mini-games as means of practice; each mini-game focuses on a single learning objective for laser focus. X X
On any day of play, players will encounter a maximum of 3 learning objectives. X  
Integrates Bloom’s taxonomy into creation of objectives AND into association of specific mini-games with specific levels of Bloom’s taxonomy. X X
Repeats every topic in each World of game. Players get first iteration of content in World A, second iteration in World B, and final in World C.   X
Concludes each world with a “bonus gate” game. This game presents learners with questions they made errors on FIRST.   X
Allows authors to adjust game spacing. X X
Several Q-type choices including ability to incorporate URLs for videos and online resources into questions.   X
Includes option to have “performance challenges,” which are a means of providing Accounts for need to provide skill practice or job-related activities.   X
Every topic in game has learning objectives associated with it. Every learning objective has question sets or game content associated with it. X X X

Each Knowledge Guru app has a unique user experience and game design. The chart below describes their unique attributes.

Attribute Drive – Daily 3 minigame delivery Drive – Custom minigame delivery Quest
Optimized for phone, tablet, or desktop X X X
Game elements: mastery scoring, leaderboards, mini-games w/ mini-challenges, aesthetics, personalization, feedback. X X
Game elements: leaderboards, personalization options (character, Guru selection), feedback, levels, star ratings, power-ups, aesthetics, challenge.   X
Intended to mirror experience of casual mobile game with quick in/out. Most sophisticated look/feel with goal toward “minimalism.” X  
Larger area for questions and for images associated w/questions.   X
Most sophisticated use of learning games, going beyond simple Q&A. X X
Provides most robust player-facing analytics and ID of strengths/weaknesses. X X
Player-facing analytics that show scoring, rank, and performance plus player summary report given after each World of play.   X

The chart below shows the possible use cases for each Knowledge Guru app.

Use Case Drive – Daily 3 minigame delivery Drive – Custom minigame delivery Quest
Pre-work   X
Post-training reinforcement X X X
Targeted to sales reps/sales training reinforcement X X
Can be used to reinforce product positioning, industry knowledge, competitors, objection handling, etc. X   X
Play during a live event   X X
Product and process training   X
Compliance training   X

Here are some questions that might help you decide.
Not sure which app is right?

  1. Are you limited to IE8? If IE8 is an absolute requirement, then Legend is the game type you need to use.
  2. Do you want option of play on a smartphone? If yes, use Quest or Drive.
  3. Are you focused on micro-learning? If yes, Drive or Quest is best.
  4. Do you need learners to only be able to complete questions associated with ONE topic at a time? If controlling access to topics matters, then go with Legend or Drive with Custom minigame delivery.
  5. Would you like the game to include skill components – where players actually practice a skill or do something in addition to answering game questions? If yes, choose Quest.
  6. Do you want game play to continue across several days or weeks to maximize benefits of spaced repetition?If so, choose Quest or Drive Daily 3 minigame delivery.
  7. Does your game need more than 4 topics? If so, choose Quest or Drive.
  8. Are you looking for a one-time, quick-play experience? Choose Legend – you can set up a small game that only has 9 to 12 question sets. People can play in about 15 minutes/ time. Use it to reinforce 1-3 key concepts.
  9. Do you want to incorporate video?If so, choose Quest or Drive.
  10. Is your focus reinforcement and / or adaptive learning? Choose Drive.

How to Log In to Your Knowledge Guru Account

Quick Steps to Log in to Knowledge Guru

  1. Go to http://www.theknowledgeguru.com/login.
  2. Enter your email address and password and click Sign In.
  3. Don’t know your password? Enter your email address and click Forgot Password.
  4. You will receive an email shortly after your request. Simply create a new password and log in to Knowledge Guru.

If your email is not yet registered with Knowledge Guru, you can reach out to your contact at BLP and they can help you register.

You Logged in to Knowledge Guru… Now What?

Once you’re logged in to your Knowledge Guru account, you can:

How to Automatically Send Reports in Quest and Legend

Need instructions for a Drive game?

 

Let managers know how their players are doing by scheduling automatic reports that can be sent directly to their inbox. You choose which reports you want to send and how often you want to send them. You also decide what information is included in the reports each recipient receives.

Quick Steps for Sending Automatic Report

  1. Under the REPORTS option in the left-hand menu, select AUTOMATED REPORTS.
  2. Click NEW REPORT.
  3. Type a report name in the NAME OF REPORT box.
  4. Check the box next to each report you would like to automatically send.
  5. Use the FILTER dropdown(s) next to each registration field you created to only send reports for a specific group of players.
  6. Use the FREQUENCY dropdown to decide how often reports will be automatically sent.
  7. (Optional) select an expiration date for your automatic report. Format: mm/dd/yyyy.
  8. Type the email addresses of the report recipient(s) into the RECIPIENTS box. Separate each email with a comma.
  9. Click CREATE REPORT.

 

If you no longer want to send your automatic report, click the red REMOVE button next to the report you wish to cancel.

Watch a slideshow of the steps below:

 

7 Steps to an Effective Knowledge Guru Implementation

Our implementation pack includes timelines, tips, templates and images you can use to implement and promote your game.

You already developed and customized your Knowledge Guru game. Now you need a plan to launch it, promote it, and measure it.

Consider these tips for a successful implementation:

1. Make it mandatory.

Your employees’ time is limited, and most of them only have the energy to focus on the activities that are truly essential to their jobs. Our experience shows us that the organizations that are most successful require that their employees play Knowledge Guru.

2. Blend into a curriculum: use as part of a learning solution.

Organizations have the most success when Knowledge Guru games are part of a larger blended curriculum or strategy. Make sure your Legend or Quest game works with the other solutions in your curriculum to drive your learning objectives.

3. Use the game as a reinforcement tool (most of the time).

Furthermore, we find that Knowledge Guru works especially well as a reinforcement tool. Send your game out to learners after they have completed an eLearning course or instructor-led session to help them remember content covered in the training. Most organizations position Legend or Quest games as either a reinforcement tool or a first exposure to content that will be covered in greater detail later.

4. Offer incentives and/or provide sufficient motivation.

We recommend providing prizes and rewards to your employees for completing your Legend or Quest game. Encouragement from senior leadership can be even more effective.

5. Create a communications strategy around the game.

Incorporate some sort of multi-part communications strategy to get the word out about your Legend or Quest game. This could include many things, such as a series of emails or even a collection of advertisements placed throughout your company intranet site.

6. Use reporting and adapt the training.

Identify a specific learning objective that your learners are missing as a group, then adjust your Legend or Quest game to better focus on the weak process step. Take advantage of the data you gather from your learners and act quickly to adapt their training and processes.

7. Gather insights via surveys.

Consider surveying your learners after they complete your Legend or Quest game. Surveys can reveal many valuable insights that impact future games you create.

How to Build Custom Reports for Quest and Legend

Knowledge Guru allows you to customize your reports to include the information you want and filter out what you don’t.

Quick Steps for Building a Custom Report

  1. Under the REPORTS option in the left-hand menu, select Custom Report Builder.
  2. Select all of the items you would like to include in your custom player report.
  3. Choose the orientation/format for your report from the drop down menu.
  4. Click the Generate Report button.

If you want to track something specific besides the default fields already in the custom report builder, you can customize unique fields. For example, maybe you want to track high scores by job title or compare performance across different departments. To do this, you can change the field that you run reports on by creating custom fields. You can create up to three different custom fields.

Quick Steps for Creating Custom Fields

  1. Under the CUSTOMIZE option in the left-hand menu, select Registration Fields.
  2. Type in the Field Names you would like to report on (i.e. location, job title, department, etc.)
  3. Insert the appropriate Field Values below each Field Name.
  4. Click Save Values.
  5. Under the REPORTS option in the left-hand menu, select Custom Report Builder.
  6. You will now see your new Custom Field Names you can use to run customized reports.

Once you’ve finalized the items you want to include in your custom report, you can download your report as either a .pdf or .csv file.

Click through the slideshow below to see the steps in action.

How to Have Players Self-Register for a Guru Game

Want your players to create their own account for your Knowledge Guru game? Have your players self-register for your game in three easy steps:

Quick Steps for Self-Registration

  1. Send your game link/url to all of your players via email or post it on your LMS.
  2. Explain that players must click the link and fill out the registration form.
  3. Have your players create a username (their email address) and a password.

If you prefer to add players to your Guru game yourself, you can opt to pre-register players. Here’s how to pre-register players for your game.

And for added security, you can restrict access so only email addresses with your company’s domain name can register.

Question Types Available in Quest

The kinds of questions you can create in Knowledge Guru’s Quest app include “Multiple Choice,” “Select All That Apply,” and “Answer in Order” questions (aka ranking questions). These question types enable you to provide learners with variety and increase the learning power of a Quest game.

We have created a short game called QType Guru that contains questions about Bloom’s Taxonomy of Learning.


Here is an example of each question type and how it looks in the game:

Multiple Choice

This is an example of a Multiple Choice question type in Quest. Learners click one of the rectangles to select an item.

Select All That Apply

This is an example of a Select All That Apply question type in Quest. Learners click in the circle to select an item.

Ranking/Answer in Order

This is an example of an Answer in Order question type. Learners move the response choices around to reflect the appropriate order.

Using Select All That Apply questions

Select All That Apply questions can be easier or harder for learners to do, depending on what cognitive skill the question requires. A simpler question merely asks the learner to recall a set of facts from memory. A harder question forces them to apply a rule or use judgement. The examples below show how you can use this question type to address different cognitive skills that range from “comprehension” all the way up to “evaluation” on Bloom’s Taxonomy of Learning.

Knowledge/Comprehension (lowest level of Bloom’s taxonomy)

You want learners to be able to identify or recognize something or distinguish one thing from another thing – and you want them to do this with multiple examples. Here are two examples of questions that match this description. To be successful in answering either of these examples, the learner must distinguish the good examples from the poor or irrelevant ones:

  • Select all the questions that might be appropriate to ask a customer who is focused on quality.
  • Select the cues that might indicate a customer’s need is quality versus price.

Perhaps you need for learners to identify multiple attributes that are all associated with a single item or category. Features versus benefits is a terrific example of when this might be true. Product benefits often are supported by two or more product features. A sales model typically contains multiple steps. A Select All That Apply question helps you verify that learners at least recognize the things that are part of a whole. Here are two examples:

  • Select the features that support “ease of use” of ACME’s product.
  • Identify the three steps of the ACME sales model.

Higher Levels of Thinking: Application and Evaluation

You can also write Select All That Apply questions that move higher up on Bloom’s taxonomy to let learners apply something (a policy or a rule, for example). Here are two examples that fall into this category:

  • Click the Resource link to review ACME’s personal leave policy. Then review the four leave requests and select those that fall within the policy guidelines. (Learners must be able to correctly apply the leave policy to specific situations as opposed to only recalling facts about the leave policy.)
  • “It’s” is a contraction. “Its” is a possessive. Review the sentences and select the ones that correctly use “it’s.” (Learners must be able to apply the grammar rules related to “it’s” versus “its”.)

You can also use Select All That Apply questions to push learners to the highest level of Bloom’s taxonomy. Imagine that you need learners to be skillful in interpreting data and using it appropriately in a sales situation. Or imagine that you want to help a sales manager build coaching skills. Here’s how you might write a question to support those skills:

  • Review the chart comparing Customer X’s sales to Customer Z’s. Then select all the conclusions you can reasonably discuss with Customer X about how they compare to Customer Z.
  • Watch the video and decide which areas of the sales model the sales rep needs coaching on to improve performance. 

Using Answer in Order questions

What’s most important versus what’s least important? Quest’s Answer in Order (aka ranking question type) pushes learners to decide. Ranking questions are good ones to use when you want learners to apply judgment to a particular situation based on the specifics of that situation. Here’s an example:

  • Watch the video. Your sales rep mishandles several areas of the sales call. However, you know you have to focus your coaching on one or two areas at a time. Given that, prioritize the coaching needs listed below from most important to least important.

An Answer in Order question can also be useful to verify that learners can recall the correct sequence of action within a process or procedure. For example, if you are verifying that employees understand safety procedures, you may want them to demonstrate recall of the sequence in which emergency steps need to occur. You might craft a question like this:

  • You find your co-worker unconscious in her cubicle. No one is around to help you. Put the following emergency responses into the correct sequence you need to follow.

Creating Question Types in Quest

As part of question creation in Quest, game authors can select which question type they want to create. The default type will be “Multiple Choice,” but authors can click the drop-down to reveal the other two options.

 

If you opt to create a Select All That Apply question, you’ll see the screen adjust to allow you to identify which response options a learner should select.

 

If you select Answer in Order question type, you’ll see that the ranking order is specified as shown below:

 

Things to know:

  1. You can have a maximum of four items for learners to evaluate in a question type.
  2. You can have as few as two items for a question type, but we recommend that you always have four.
  3. Knowledge Guru’s engine randomizes responses on your behalf each time the learner sees the question. So if learners make a mistake the first time they respond to either of these question types, they will see the response options in a different order when they go back to re-try answering the question.