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eZedia Tips & TricksThis Box Intentionally Left Blank
Using eZediaMX to Create Fill-in-the-Blanks
The Container Object can be used to create fill-in-the-blank scenarios in your eZediaMX presentation. Create interactive storybooks where the user fills words that will cause corresponding graphics to appear, visually completing the story. Ask the user questions and provide them with appropriate feedback based on their responses. You can even password protect the contents of your presentation.

Creating a Fill-In-The-Blank Scenario is easy.

Start by creating the Container Object for the user to type into.

1. First, click the Container Object toolbar icon.
This will create an Untitled Container Object in the centre of your project window.
2. Double-click the Untitled Container Object.
This will open the Container Object's dialog box.
3. Enable the User Edit check box.
4. Click the OK button.
This saves the changes that you have made and closes the Container Object dialog box, creating a text field that the user can type information into. Don't forget that the Font, Size, and Color formats can be set for a Container Object.

Next, create the Branch Object that will process the information that is passed from the Container Object.

5. Click the Branch Object toolbar icon.
6. Link from the Container Object to the Branch Object.

Next, configure the Branch Object for the desired responses.

7. Double-click the Branch Object to configure it.
This will open the Branch Object's dialog box.
8. Type the correct response to the question in the Branch 1 text field.
9. Select from "Exact Match," "Close Match," or "Contains" as appropriate.
See the Reference Manual for more information on Branch Object properties.
10. Click the OK button.
This saves the changes that you have made and closes the Branch Object dialog box

Lastly, add the events that will occur when the user types the correct information.

11. Link the first branch of the Branch Object to the object that will be activated when the user types in the correct response.
This might be a Graphic Object or a Movie Object that activates on the current frame, or it might be a GoTo Object that navigates the user to another frame of the project.

A Branch Object contains three areas: an Input Area in the upper-left corner, the Branch Area along the right edge containing five branches, and an Unmatched Output Area in the lower-left corner. You can link the Unmatched Output Area to objects that will activate when the user enters an incorrect response. The Unmatched Output area will fire the link when the information typed in the Container Object does not match any of the correct responses in the branches. Often, it's best to link the Unmatched Output Area to a GoTo Object. The GoTo Object will navigate the user to a different frame containing feedback explaining that the user has entered an incorrect response, and provide the user with the option to go back and try again.



Keep in mind that by using several branches in the Branch Object, you can provide a number of possible answers and responses for each Container Object. There are a multitude of uses for fill-in-the-blanks-just fire up your imagination.

 

eZeArchives
Object Masking
Path Edit Tools
Features in Object Well
Link Object Features
Drag n'Drop Web Images

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