These exciting, challenging, and deeply touching true stories chronicle the lives of ordinary men and women whose trust in God accomplished extraordinary exploits for His kingdom and glory. Written specifically to challenge readers with the powerful lives of missionaries who have profoundly shaped history, these books answer today's call for positive role models and for opportunities to see how God works through the lives of those who follow him.
The exciting life stories of these heroes will inspire the readers as they witness the drama of faith and character being tested under the most extreme circumstances.
Readers of all ages love these fast-paced adventures that take them to the heart of a nation, an era, and what it means to live a life dedicated to serving God and those He loves. Parents report that even kids who have never liked to read have eagerly read all of these - sometimes more than once!
These exciting, challenging, and deeply touching true stories chronicle the lives of ordinary men and women whose trust in God accomplished extraordinary exploits for His kingdom and glory.
Written specifically to challenge readers with the powerful lives of missionaries who have profoundly shaped history, the books in the Christian Heroes: Then & Now series answer today's call for positive role models and for opportunities to see how God works through the lives of those who follow him.
The exciting life stories of these heroes will inspire readers as they witness the drama of faith and character being tested under the most extreme circumstances.
Readers of all ages love these fast-paced adventures that take them to the heart of a nation, an era, and what it means to live a life dedicated to serving God and those He loves. Parents report that even kids who have never liked to read have eagerly read all of these - sometimes more than once!
We're creating a course in Rise with multiple lessons. I'd like to have the same interaction at the end of each lesson so when readers get to the very end of the Rise course, I can include a final Continue button and select Complete All Blocks Above so that if they haven't completed that little interaction at the end of every earlier lesson, the Continue button will remind them to complete all blocks above before letting them continue.
So I first tried adding a Continue button at the end of each lesson as my interaction, but after reading some Articulate articles about what types of interactions trigger the change of the Continue button from Complete All Blocks to Continue, I don't think the Continue button counts as one of those interactions. So I scrapped that.
Then I tried the checkbox option. From what I read, the checkbox list block should count as a block that would have to be completed in order to trigger my Continue button at the end to let them continue. However, if I add a checkbox on any of the earlier lessons, my final Continue button still automatically goes to Continue and doesn't force the user to go back and check that box if they didn't check it in the earlier lesson(s).
What am I missing? And maybe there's a much better way of accomplishing what I'm trying to accomplish. We just want some kind of action to force them to make sure they've gone through all blocks before they exit since we're tracking by 100% completion. Some lessons don't include any other interaction to complete besides what I'm describing here. Hope this makes sense. Thanks for any help.
Thanks, Anthony! I knew that was one option, but I was hoping for something that just encouraged overall completion but not necessarily in sequential order. I'd like to leave the option open for skipping around out of order. But I might need to fall back on this option. So thanks for the suggestion.
One thing I realized I may be misunderstanding is the "Complete All Blocks Above" option with the Continue button. I was thinking that this setting would require completion of all blocks before the current one throughout the entire course, not just all blocks within the current lesson. Does that setting mean it requires completion of only the blocks within the current lesson?
Hi Anthony, I have a similar question. I have a Storyline block that has several buttons per slide. I want learners to click each button before advancing to the next slide within the same block. Across our course, there are a total of five Storyline blocks with a few slides apiece. Therefore our LMS would only be able to track one of the five blocks. What's our best way of assuring that learners have clicked each button within each slide within each block? (Whew!) Thanks for any insights you can give!
It sounds like you want learners to click all buttons on a Storyline slide before moving to the next slide in your Storyline Block. To do that, you'll need to add some triggers to your Storyline slide.
City of Heroes is a Massively Multiplayer Online Role-Playing Game, or MMORPG. This is an Internet-based game in which multiple players can get together and adventure, playing the roles of superheroes or villains fighting against criminals, villains, heroes, and other adversaries. Characters gain experience by defeating adversaries, or by completing missions that take place on instanced maps (which some might call "dungeons" in the old RPG parlance). As characters gain experience, they can "level up," increasing their ability to take and give damage and gaining additional powers that let them do it in new ways.
If you're just getting into City of Heroes, you should probably wait to play a Going Rogue character until you're more familiar with the original game. It was designed as an "advanced" setting offering greater challenges for experienced players.
Like all MMOs, City of Heroes is made to promote teaming up. A good team-up, with characters who complement each others' abilities, can be a lot of fun. However, there are some times you just want to be by yourself. Fortunately, City of Heroes characters are balanced enough that it's possible to play nearly any well-built character solo through at least some content.
The game can seem fairly complex at first, and there's a bit of a learning curve. (That's why I'm writing these newcomer's guides, to try to provide a grounding in basic concepts that you can build on as you learn more.) But once you start to pick it up, you'll find it gets significantly easier. Some higher-level content can be especially challenging, but by the time you get there you should be able to play well enough to deal with it.
As for how difficult individual missions are for your hero or villain character to complete, that's largely up to you. There is a system of difficulty control built into the game that will let you choose how tough or easy you want your missions to be, and whether you want just a few or a whole lot of enemies to appear in them. If you're having too much trouble, you can lower the difficulty (though you'll get less XP for defeating less difficult enemies). Or if you want more of a challenge (and more XP), you can ramp it up.
There is a currency system in City of Heroes, called "Influence" on the hero side, "Infamy" for villains, and "Information" for Praetorians, abbreviated universally as "Inf". This currency actually doesn't have anything to do with financial money; heroes and villains are assumed to be just as rich or poor as they want to be. Instead, it's supposedly tied to how renowned the hero or villain is. It can be earned through adventuring, or by selling things on the in-game market. (It can also be earned by "farming" easily-repeated content, or by converting and reselling certain crafted items, but those are more advanced topics.)
In the "live" version of the game, Inf prices of rare items on the in-game market could and often did go through the roof, but Homecoming's economy has price controls that keep everything within a more affordable range. Super-rare items do cost a lot more money than a new player would have, but they can still be obtained with sufficient time and effort put in.
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