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How to Create and Edit Mini-Games

Drive currently has six mini-games available to you with more mini-games available in future releases. Key things to know or do before authoring a single mini-game:

  • Each of the six mini-games has unique content requirements that will align with the learning objective you created. Consequently, each wizard provides you with different prompts to follow and fields to complete.
  • Before you can create a mini-game, you need to define a topic and a learning objective associated with that topic.
  • A mini-game can only be associated with a single learning objective. If your topic requires more than one learning objective, you must create a mini-game for EACH learning objective within the topic.
  • Play each mini-game before authoring a Drive game experience. Doing so ensures you understand the player experience and the kind of content you will see within a particular type of mini-game.
  • As you create your game, use the Preview Mini Game functionality within each mini-game authoring wizard to check out your game and verify that it works and looks as you envisioned it would. Do not make your Drive game experience live without previewing all the games you have created.

Creating a New Mini-Game

Assuming you have created a topic and a learning objective, here’s the process for creating a mini-game:

  1. Select Develop from the left-hand navigation pane, expanding this option to reveal sub-menu choices.
  2. Select Create or Edit Mini Games.
  3. Review the topic and objectives listed on the screen. Click CREATE next to the one for which you want to create a mini-game. A screen labeled Choose Mini Game will appear.
  4. The mini-games available will be highlighted. The choices available depend on the behavior you specified within your learning objective.
  5. From the mini-games available to you, click the one you want. This action opens the wizard for that mini-game.
  6. Proceed to input content, using the wizard associated with the mini-game you selected.

FAQs – Game Creation

  • I chose a mini-game and then realized it wasn’t the one I wanted. How do I change it?
    • Go back to Develop in left-hand navigation, expand it, and then select Create or Edit Mini Games. Choose REMOVE next to the topic/objective combination whose mini-game you want to delete. You will be asked to confirm your decision. Once you do so, you will once again see CREATE. You can then proceed through the process of selecting another mini-game.
  • I only have one mini-game available to me based on the behavior I specified in the objective, and it is not the one I wanted. What do I do?
  • I entered content, but it disappeared. What happened?
    • Because of the logic required within the mini-games, one content entry must be saved before you move to a new field. Failure to use the SAVE button next to each field where one appears is the typical cause of content seeming to get “lost” or failing to be retained. Watch carefully for SAVE buttons and click them wherever you see them to avoid losing content you create.

Edit an Existing Mini-Game

  1. Expand Develop option within left-hand navigation pane, and select Create or Edit Mini Games.
  2. Find the topic, objective, and corresponding mini-game you want to edit.
  3. Click EDIT (listed under Actions column on the screen).
  4. Within the wizard, enter your desired changes, being sure to click SAVE wherever a SAVE button is provided. Failing to do so may result in loss of content changes as many of the fields in the authoring wizards require a SAVE action after each entry.

Remove a Mini-Game

  1. Expand Develop option within left-hand navigation pane, and select Create or Edit Mini Games.
  2. Find the topic, objective, and corresponding mini-game you want to remove.
  3. Under Actions, click REMOVE. Be aware that selecting this option removes all content associated with the mini game.

Understanding Mini-Game Options that are Part of Drive

Knowledge Guru Drive currently includes six different mini-games: Balloon Burst, Fish Finder, #Happy, Forest Flight, Knowledge Knight and Safecracker. Depending on the content of the questions you create, each mini-game can target certain levels of Bloom’s Taxonomy. The six levels are knowledge, comprehension, application, analysis, synthesis, and evaluation.


Want an in-depth overview on how Bloom’s Taxonomy works? We describe how it works for learning games here:


The mini-games you can use will depend on the objectives you create for your topics and where those objectives are classified according to Bloom’s Taxonomy of learning. Please see this blog post for an explanation of creating objectives and the mini-games associated with the different levels of Bloom’s Taxonomy.

The table below summarizes each mini-game.

Game Name Game Goal Game Rules Supported Bloom’s Taxonomy Levels Example Learning Objectives
Balloon Burst

bb

Burst the balloon by correctly responding to statements provided. Each correct response inflates the balloon. Delayed responses or incorrect responses deflate the balloon. A game must include minimum of 2 categories and maximum of 6.

A category must include minimum of 3 statements (we recommend at least 5) and maximum of 20.

Correct responses inflate the balloon.

Incorrect responses deflate the balloon.

Levels 1 and 2 Given a feature, associate the feature with the correct product.

Given a variety of features, compare COMPANY product to its competitors.

Given specific situations and your knowledge of policies, procedures, or guidelines, determine whether to act or not to act.

Fish Finder

Catch 100 pounds of good fish; avoid catching bad fish. Fish Finder enables learners to compare one fixed item or category to up to seven other items or categories in some fashion.

Each instance of a Fish Finder game will include a minimum of four statements for players to consider and a maximum of eight statements, depending on the size of the fish they catch.

Players’ fishing license lets them catch 100 pounds of fish. They gain points for catching ‘good’ fish and lose points for catching ‘bad’ fish.

Players learn about the categories they must distinguish between, then watch the water for splashes. They have 10 seconds to select a splash.

The bigger the splash, the bigger the fish… and the greater the amount of points they will potentially gain or lose.

After tapping or clicking a splash, players see a fact and must select the category it belongs to. A correct response fills up their progress bar with good fish; an incorrect response fills up the progress bar with bad fish.

Levels 1 and 2 Given a feature, associate the feature with the correct product.

Given a variety of features, compare COMPANY product to its competitors.

Given specific situations and your knowledge of policies, procedures, or guidelines, determine whether to act or not to act.

#Happy

happy

Grow happiness in the person you are responding to. This person will always be one specific role (customer, supplier, employee). Once you hit PLAY, you get a “context” that explains an issue, situation, or background on the person you need to make happy.

You then see a statement from the target person you are trying to make happy, along with a panel of six responses. You swipe between panels to see all the responses.

You review each response and decide whether each response is a good one or a poor one to make. If your respond correctly, you grow happiness. If you respond incorrectly, happiness declines.

If the response is a bad one, tapping it causes you to lose a life (e.g. an unhappy face fills in). You see an explanation of why the choice is a bad one.

If you tap a response you shouldn’t, you lose the game. Two inappropriate taps cause you to lose the game.

Level 3 Given a variety of contexts and customer inquiries or statements, choose appropriate responses to make.

Given a specific context and employee inquires or statements, choose appropriate responses to make.

Given a specific customer objection, choose the appropriate response(s) to make.

Knowledge Knight

kk

Scare away the dragon. Each instance of the game consists of three unique questions that allow for multiple-choice, T/F, select all that apply, or answer in order responses.

Correct responses earn players an item that helps empower the knight. Incorrect responses produce items that are not useful.

If players miss two questions, they lose the game. (The dragon frightens the knight away).

 

Levels 3-6 Given background information, identify the appropriate next step in the XYZ process to take.

Explain the XYZ process.

Given data, analyze the data and form a conclusion.

Given a specific customer objection, choose the appropriate response.

Safecracker

safe

Unlock the safe before the alarm sounds. Players must choose specific items (benefits) that link to the prompt (aka “need statement”) then link those choices to another set of items (features).

Each decision turns the safe dial and enables player to proceed to next decision.

After decisions are made, the player attempts to open safe.

If all decisions are correct, the safe opens and reveals an appropriate sales message to deliver to customer.

If one or more decisions are incorrect, the player must attempt to correct errors. Correct choices remain locked in when player goes back; only incorrect choices will be flagged.

Player then gets a second attempt to crack the safe. If this attempt fails, the players loses, but will see a summary of the need, appropriate benefits, and correct features.

Levels 3-6 Given a specific customer need, choose the appropriate benefits and associated features to present to the customer.
Forest Flight

Escape the forest before darkness descends. Good decisions are your quickest path to safety. Bad decisions lead to dead ends. Each game must include two scenarios, but three is recommended. Each scenario must include two branches but can have three.

Player reads about a situation, ie
“you are calling on a customer who is skeptical.” Player also reads about their challenge, ie “Get Doctor Jones to make a commitment to try PainAway with appropriate patients.”

Player drags hiker to the trail marker to begin.

At each stop on the journey, player drags the hiker over different path options to reveal possible responses. Player releases the hiker over the path he wants to choose.

Each decision leads to another stop on the journey, where another decision can be made. At any time, player can tap or click the Owl icon to review the situation or challenge.

Eventually, player either gets out of the forest or reaches a dead end depending on what decisions are made. Player receives feedback on the decisions they made and receives a score.

Player can retry the game again in the practice area or wait for another Daily Three.

Levels 3-6 Given a specific sales situation and customer type, choose the right approach to identifying needs and gaining commitment.

For a more detailed description of each mini-game and how to create them, see the articles below:

How to Create and Edit Mini-Games

Guidelines for Creating Balloon Burst

Guidelines for Creating Fish Finder

Guidelines for Creating #Happy

Guidelines for Creating Forest Flight

Guidelines for Creating Knowledge Knight

Guidelines for Creating Safecracker