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Drag & Drop

Written by Kailin Yang

What’s a Drag & Drop Task?

Drag & Drop is a mechanic where the learners move pieces around on a background, and get different feedback based on the location of the pieces. It can be used for matching or categorization practices, or simulate results of various actions.
See examples.

How to Create a Drag & Drop Task

Let's use a Cladogram activity as an example. In this activity, learners are supposed to move four canine species to the correct location in a cladogram.

Starting state:

Completion state:

Pieces

Pieces are the move-able parts which the player is going to place onto a background image. Each piece will need an image, and can have multiple copies.

In our Cladogram example, each of the species is going to be a piece, and we only need 1 copy each.

Background & Slots

Background is the image where the pieces are moved onto. Slots are the spots where the pieces can go.

In our Cladogram example, the background image is the branching diagram without the species, and there will be a slot at the end of each branch.

Slot Uniformity

Uniform Slots: In a lot of use cases (as in the cladogram example), the slots are the same in shape, size and capacity - that's when you would choose "uniform" for Slot Uniformity. Once you define the number of slots and the aspect ratio, slots will be automatically generated. All you need to do is to move them around to define their location on the background.

Though uniform slots are rectangular, you could make the pieces with a clear background and make the background picture with non-rectangular slot outlines, to create a more organic look. (Example: Color Mix Exploration)

Free-form Slots: If you want something more complicated, there's the option of "free form". There, you can define each slot by drawing shapes on the background image, the same way as in defining interactive areas in Picture Click. (Example: Atom Model)

Slot Capacity

Slot capacity is the max number of pieces a slot can hold. It can influence piece behaviors in the game, along with Slot Uniformity:

  • when slots are uniform and slot capacity = 1: pieces scale to fit within the slot area, and snaps to the center of slots

  • when slots are free-form and/or slot capacity >1 : pieces scale to keep the the original ratio between the piece vs the background picture

If you are creating an activity where the slots are free-formed or have a capacity bigger than 1, please create and preview your background image and piece images together, in order to make sure their proportions are correct.

Settings

Piece-Slot Mapping

Mode

Available When

Completion Criteria
(when an answer can be submitted)

1 to 1

Total number of pieces = Total capacity of all slots

- Each piece needs to be used

- Each slot needs to be filled to full capacity

Fill Each slot

Total number of pieces > Total capacity of all slots

Each slot needs to be filled to full capacity

Sort Each Piece Into a Slot

Total number of pieces < Total capacity of all slots

Each piece needs to be used

Free Form

Any time

None (can submit at any time)

In our Cladogram example, 1 to 1 is the way to go, since the total number pieces match the total capacity of the slots, and we don't want the learners to be able to submit until all 4 pieces are in the 4 slots.

Starting State

  • All Pieces in Sidebar: no pieces are placed in slots at the start; they reside in the sidebar

  • Some Pieces in Slots: some pieces are placed in slots at the start, while the others reside in the sidebar

  • All Pieces in Slots: all pieces are placed in slots at the start

In our Cladogram example, we should start with all the pieces off the background, in the sidebar.

Assessability

  • Assessable: Each answer could be incorrect, neutral, or correct. The player cannot move on until they have reached a correct answer.

  • Non-assessable: There are no correct or incorrect answers

    • You would have the option have players explore all specified answers before moving on if this option is chosen. (Example: Color Mix Exploration)

There is a correct answer for our Cladogram example, so it's "assessable".

Feedback format

This is where we distinguish from a basic "drag and drop" activity in many other tools. With the various feedback formats including changing images, this mechanic can be used to simulate experiments and encourage exploration, showing what would happen for each scenario the learner chooses.

  • Text: Text will display at the bottom of the screen as feedback

  • Image on Pieces: The image on the pieces will change as the feedback (Example: Color Mix Exploration)

  • Image on Background: The image on the background will change as the feedback (Example: Selective Breeding)

In our Cladogram example, the pictures do not need to change, so we would only check "Text" as a feedback format.

Feedback Timing

  • On Submission: feedback is not triggered until the player clicks on the submission button

  • Automatically: feedback is triggered as soon as the completion criteria (depending on piece-slot mapping mode) is met (Example: Color Mix Exploration)

In our Cladogram example, we could have the feedback automatically be given when all 4 pieces fill all 4 slots, but to give the learner a chance to reflect before submitting their answer, we would choose "on submission".

Answers & Feedback

This is where you define assessment and feedback for specific answers:

  • In the top, there're the number tabs just as in Picture Click. There's also a "All Other Answers" feedback where you define the feedback for any non-specified answers.

    • There would also be a "Starting State" tab if starting state is NOT "all pieces in sidebar". You would not need to define assessment or feedback for the starting state.

  • In the middle section, drag-and-drop or click-to-place pieces into slots, just as the learner would in the game.

  • In the bottom section, define the assessment (if available) and feedback for each specified answer.

In our Cladogram example, there are two correct answers - the top two species could be in any order, and all other answers are incorrect.


Other Use Case Examples

Drag & Drop Example: Selective Breeding

A practice on Mendelian genetics, where learners are trying to find the best parent combination to create the highest percentage of offsprings of a certain phenotype.

Pieces

Slot Setup: Uniform

Settings

  • Piece-Slot Mapping Mode = fill each slot

  • Starting State = All Pieces in Sidebar

  • Assessability = true

  • Feedback type = text + BKG image

  • Feedback timing = on submission

Feedback Images on Background

Yellow (Yp), Blue (Bp)

Pink (pp), Blue (Bp)

Yellow (Yp), Pink (pp)

Blue (Bp), Yellow (Yp)

Blue (Bp), Pink (pp)

Pink (pp), Yellow (Yp)

Game

Drag & Drop Example: Color Mix Exploration

Piece

Slot Setup: Uniform

Settings

  • Piece-Slot Mapping Mode = sort each piece into a slot

  • Starting State = All Pieces in Slots

    • Hide sidebar

  • Assessability = false

  • Feedback type = text + piece image

  • Feedback timing = automatic

Feedback Images on Piece

Piece in Slot 1
(magenta & yellow)

Piece in Slot 2

(magenta & cyan)

Piece in Slot 3

(cyan & yellow)

Game

Drag & Drop Example: Atom Model

Pieces

x7

x7

x7

Slot Setup: Free-Form

Settings

  • Piece-Slot Mapping Mode = sort each piece into a slot

  • Starting State = All Pieces in Sidebar

  • Assessability = true

  • Feedback type = text

  • Feedback timing = on submission

Game

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