At it’s most simple, each level within Curatr will be represented by an objective. The content within that level should be sufficient to allow the end user to reach the objective stated at the start. For example, if you say the objective of this level is to identify how Curatr works, you’d expect to show at least one object such as a video or document that explains how Curatr works. In fact, this is exactly how a lot of courses start – with the How Curatr works video at the start of a course.
You can grab the embed code here to do just that:
Which looks like this in the real world…
Experience Points & Score
In Curatr, as a user progresses through the course completing levels and making contributions they earn Experience points (XP). XP provide an alternative representation of progress and allow for less linear course layouts than traditional letter grades or simple pass/fail. Curatr allows you to tailor the amount of XP rewarded from viewing content and making contributions to suit the style of your course.
Progress through a course can be limited by the XP requirements to complete levels. Ideally your course does not require 100% of available XP earned to complete, so that users do not feel forced to make a contribution and interact naturally.
Score is a combination of XP and upvotes received from other users and will be displayed on leaderboards.
Points and Score Behaviour
Score is always increased by the value of any Points (XP) awarded. XP is given for:
- Viewing an object.
- Making your first comment or reply on an object (if comment XP set higher than 0)
- Making your first contribution to a UGC object.
A few actions give only score, and no XP:
- Receiving an upvote on an object comment rewards 1 score.
- Receiving an upvote on a contribution rewards 1 score.
- Receiving an upvote on a discussion gate comment rewards 1 score.
- Receiving an upvote on a contribution gate contribution rewards 1 score.
More information on setting points can be found here.
Levels & Objects
You can never level up enough early on in the game - Sid Meier
As a general rule, you should be looking to start off easy, letting the user level up quickly without too much effort. This gets them into the swing of things, gaining confidence and achieving momentum.
As you further develop your chosen topic it’s likely that you will need to explain concepts and principles in more depth. As such, later levels will often be harder to complete. This could be because there is simply more content, or it could be because you encourage more participation as the course progresses.
Whilst there are no limits to the number of levels you can create and no limits to the number of objects you can have at each level we would always advise adopting a critical eye over the size/length/duration of your course to ensure that it doesn't become too broad; in which case you’d be better off creating multiple courses and splitting up the content.
Tip: If you need some premade object icons for your courses, we have made some which you can find attached to this article.