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Mastering Adobe Captivate 2019

Mastering Adobe Captivate 2019

By : Dr. Pooja Jaisingh, Bruyndonckx
3.6 (10)
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Mastering Adobe Captivate 2019

Mastering Adobe Captivate 2019

3.6 (10)
By: Dr. Pooja Jaisingh, Bruyndonckx

Overview of this book

Adobe Captivate is used to create highly engaging, interactive, and responsive eLearning content. This book takes you through the production of a few pieces of eLearning content, covering all the project types and workflows of Adobe Captivate. First, you will learn how to create a typical interactive Captivate project. This will give you the opportunity to review all Captivate objects and uncover the application's main tools. Then, you will use the built-in capture engine of Captivate to create an interactive software simulation and a Video Demo that can be published as an MP4 video. Then, you will approach the advanced responsive features of Captivate to create a project that can be viewed on any device. And finally, you will immerse your learners in a 360o environment by creating Virtual Reality projects of Adobe Captivate. At the end of the book, you will empower your workflow and projects with the newer and most advanced features of the application, including variables, advanced actions, JavaScript, and using Captivate 2019 with other applications. If you want to produce high quality eLearning content using a wide variety of techniques, implement eLearning in your company, enable eLearning on any device, assess the effectiveness of the learning by using extensive Quizzing features, or are simply interested in eLearning, this book has you covered!
Table of Contents (17 chapters)
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7
Working with Quizzes
14
Variables and Advanced Actions
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Creating Captivate Variables

First, you must create two additional User Variables in the takeTheTrain.cptx project by using the following steps: 

  1. Return to the Chapter14/takeTheTrain.cptx file.
  2. Use the Project | Variables menu item to open the Variables dialog.
  3. Click the Add New button to create a new User Variable.
  1. Name the variable v_randomSuccess and leave the value field empty.
  2. Click the Save button to save the new variable.
  3. Repeat the same procedure to create the v_randomFailure variable.
  4. Close the Variable dialog when done.

You now have two additional variables in your project. These two variables will be used to store the random success and failure messages that will be generated by the JavaScript function. The next step of this process is to create the necessary pools of messages using JavaScript arrays.

JavaScript is case-sensitive
When performing this exercise, be aware that JavaScript is case-sensitive. Make sure that you create variables that have the exact...

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