
An introduction to Action Mapping, an Instructional Design approach that focuses on performance outcomes.
Would you like an overview of getting around in Storyline? This video will do just that! If you have used Storyline before or if you would rather jump in head first, then please feel free to skip this.
This is the setup for the course we'll be developing together. It ties in Action Mapping concepts from section 2.
Using the text box control, you'll start learning sound Storyline techniques to make the program work well for you. This reinforces the navigation chapter and gets you doing right away with a mini-challenge. Learn how to orient text and think differently about design.
Text flow in Storyline can be a bit tricky. Learn how to add placeholder text and the options to make it flow like a champ. A cool trick is included so you can add text quickly to see how things will look.
Get your end users interacting with your course by asking them to do something.
Time to look to see how the course is progressing and what your end user will see. This is something you'll be using a lot as you develop your own courses.
Triggers are used to both control and drive action. You'll also get your first chance to work with Storyline variables.
As an Instructional Designer there is no doubt you will receive content that was put into PowerPoint. Instead of re-creating the wheel, why not import it and then make changes? Some 'gotchas' are covered so you can handle these real-world situations.
Learn how to apply themes and get some troubleshooting techniques when it doesn't do everything you expect.
Now that you have PowerPoint content in your course, how do you get different scenes to connect? Triggers to the rescue!
How do you take a course that is a "tell" and make it more engaging? How about putting your end user into the story? Time to use our end user's input via reference variables.
Instead of assuming our end user doesn't know much, why not ask them? Do this to help move the story along without getting bogged down in the details.
Time to introduce our end user to the team they'll be working with. The more the merrier, right?
Here you'll add the team to the course and you'll learn how to work with characters in Storyline.
Time to give the team some personality while you learn about states in Storyline.
This covers the third element of interactivity in Storyline, layers. The other two you've seen are triggers and states.
Decision time - do you control the interaction or do you let your end user? If it's your end user, how about a button?
Duplication can speed up development. Some considerations are covered so you can troubleshoot later in your own course.
Get your end user involved. Time to re-visit the input box and to help keep them engaged.
This interaction is designed to get the team working together. You'll learn about how drag and drop interactions work.
Not all interactions come together the way envisioned. With Storyline, you'll find there are multiple ways of handling what you want to create.
This is a walkthrough of improving the course that is being designed. Several real-world problems are presented for you to think about and solve.
This is a walkthrough of the Storyline Player that wraps around your course. It's the longest video in this course - the Storyline Player has that much flexibility in its configuration!
You've made it! Your course is now just about ready to be published. This part covers the settings that are needed from your Learning Management System (LMS).
This concludes the publishing settings for your course so you can deploy it to your Learning Management System (LMS).
This course takes the approach of learning Articulate Storyline 3 by developing a course from start to finish. This way you will learn things as they naturally occur. The intent is to help you to become an independent developer in Storyline so you can be successful when you create your own course. As you go through the course, you will learn the following skills:
This course is meant to help by focusing on doing rather than being a passive observer or doing 'test exercises.' To assist your learning, you will find yourself doing through mini-challenges that are realistic and what you will encounter when developing. After the mini-challenge is presented a possible solution is shown so you can get additional ideas in how to solve presenting problems.