Released: January 2023
What is the Guess What activity?
Guess what the images correspond to
The objective of the Guess What activity is to guess an answer from one or four pictures. Depending on the configuration of the activity, the learner can choose a level of difficulty in order to have clues on the expected answer (first letter of the word, number of characters). Depending on the game mode chosen, the activity can be used to promote learning (in Retention mode) or to gamify the revision of already known notions (in Against-the-clock mode).
Academic purpose
The Guess What can meet several objectives depending on the configuration and on the mode of activity chosen by the author.
- The Against-the-clock mode is ideal for a competition or a final test, to validate knowledge or to review it.
- The Rentention mode is ideal in a learning phase: it helps to memorise concepts.
- The activity changes from a guessing quiz to a real deduction game by going from the 1 image option to the 4 image option.
- Finally, the possibility of having the learner choose a level of difficulty is a gamification tool that encourages the learner to reflect on their own knowledge of a subject. By testing several levels, they are measuring themselves.
Suitable for Badge, Score, Shake'n'Learn features: yes
Live!:yes
Available medias: images in png, jpg or jpeg for the questions.
Web app compatible: yes
Features:
- Timer in Against-the-clock
- Score, in the form of a progress bar.
- One correct solution per stage (acceptable answers can be set by the author)
- There are no character limitations on this activity. Recommendations are given, never blocking.
- Correction visible at the end of the activity in Retention and Agains-the-Clock modes. It is also visible at each question in Rention mode.
- A text (question, hint) can accompany the image
Customizable items:
- Title introduction card
- Text introduction card
- Duration of the game in Against-the-clock mode
- Number of questions per game session
- Number of questions to be answered correctly to validate the activity
- Order of appearance of the questions
- Game mode: Retention or Against-the-clock
- Levels: 1, 2 or 3 levels can be set for the learner
- Title conclusion card
- Text conclusion card in case of no fault / pass / fail
Module type: Training Path
How to create a Guess What activity with the Web Authoring
To learn more about creating an activity, read the article "How to create training content for the first time".
The web authoring tool for the Guess What activity is composed of two tabs:
- "Content": allows you to configure the levels of your activity, and to edit its content (images, hint, answers, correction).
- "Parameters": allows you to configure the score and the game mode (Retention or Against-the-clock). This tab also allows you to activate the Live! option or the Demo option.
Setting up the levels
By default, only one level is activated: the intermediate level.
There are three different levels:
- The Easy level: the learner sees the first letter of the words he/she has to guess.
PENALTY: the total points earned are multiplied by 0.6, up to a limit of 5 launches of the activity (the learner earns no more points after the 5th launch). - The Intermediate level: the learner sees the number of characters expected for the answer thanks to dashes. Points are calculated as in any other scored activity.
- The Expert level: the learner only sees an empty field to fill in, with no clue as to the number of letters or words expected.
BONUS: the total number of points earned is multiplied by 1.2, within the limit of 5 launches of the activity (the learner cannot earn any more points after the 5th launch).
You can set up 1, 2 or 3 different levels. At least one level must be activated.
If only one level is activated, the learner will start the activity as any other activity.
If more than one level is enabled, the learner will have to choose a difficulty level when starting the activity. You can edit the name and description for each level. This information can be found in the info page accessible from the "Learn more about the levels" button.
Add questions
- Click on "New question".
- By default, the question proposes to add one image: you can choose to add 4 images by selecting this option
- You can add a hint or a question (optional field, 150 characters maximum recommended)
- Enter the correct answer in the "Correct answer" field (20 characters maximum recommended)
- You can add acceptable answers (optional field).
- Add an explanation text for the correction (400 characters maximum recommended).
💡1 image or 4 images: you can drag and drop the image(s) directly into the dedicated spaces, or click to select an image from your computer. The image must be in JPG or PNG format. There is no specific size recommendation, and a cropper will allow you to select the part of the image that will be shown (in square format). After uploading, the image is automatically compressed to optimise multi-channel display (mobile and web app).
💡 Acceptables answers: if the learner enters an acceptable answer, it will be considered a correct answer. Acceptable answers are of particular interest at Expert level. For the Intermediate level, the acceptable answer will be valid if it has the same number of characters as the correct answer, and for the Easy level it will also have to be the same first letter. You can enter as many acceptable answers as you wish.
💡 Correction: the correction is always visible at the end of the activity, regardless of the game mode chosen. In the "Retention" mode, the correction is also visible after each question has been answered.
You can then move on to the next question. The information entered is automatically saved.
Configure activity settings
In the activity settings, you can configure :
- the number of questions displayed to the learner each time the game is launched (this number is necessarily lower than the number of questions in the Content section)
- the percentage of success required to validate the activity (and therefore the number of questions the learner must answer correctly)
- the order of the questions: in the same order as the Content section, in a random order or a "Mix": at the first launch, the questions will be in order, then proposed randomly (the question display algorithm allows the learner to see in priority questions that he/she would not have seen before)
- optional parameters: activation of Live! or a Demo version
- the activity mode: Against-the-clock or Retention
⏱️ Agains-the-clock mode:
This is the default mode. Against-the-clock mode means that :
- the activity will be timed: you must therefore enter the maximum duration of the game (90 seconds by default)
- the correction will only be available at the end of the activity (it is automatically activated).
🧠Retention mode:
In Retention mode:
- the activity is not timed, so the learner has more time to think about the answer
- a correction is available after each question to help anchor the memory. The correction is also available at the end of the activity if the learner wishes to revise the concepts.
How to complete the Excel® activity template for the Guess What activity?
All activity templates can be downloaded from :
by clicking on Activity Templates at the top right of the screen.
They can also be downloaded from the course editing page.
Note: It is advisable to download the activity templates regularly, or even every time they are used, as they are frequently updated.
The Guess What activity template is composed of three tabs:
- Instruction: to find out how to complete the content of your activity template.
- Configuration: to set up your activity (levels, mode, duration, score)
- Cards: to add your content (images, hint, answer, correction).
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