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Mastering Adobe Captivate 2019

You're reading from   Mastering Adobe Captivate 2019 Build cutting edge professional SCORM compliant and interactive eLearning content with Adobe Captivate

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Product type Paperback
Published in Jan 2019
Publisher Packt
ISBN-13 9781789803051
Length 770 pages
Edition 5th Edition
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Authors (2):
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Dr. Pooja Jaisingh Dr. Pooja Jaisingh
Author Profile Icon Dr. Pooja Jaisingh
Dr. Pooja Jaisingh
Damien Bruyndonckx Damien Bruyndonckx
Author Profile Icon Damien Bruyndonckx
Damien Bruyndonckx
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Toc

Table of Contents (17) Chapters Close

Preface 1. Getting Started with Adobe Captivate 2019 FREE CHAPTER 2. Working with Standard Objects 3. Working with Multimedia 4. Working with the Timeline and Other Useful Tools 5. Developing Interactivity 6. Crafting the Graphical Experience with Styles and Themes 7. Working with Quizzes 8. Capturing Onscreen Action 9. Producing a Video Demo 10. Creating a Responsive Project 11. Creating Virtual Reality Projects 12. Using Captivate with Other Applications 13. Creating Accessible eLearning 14. Variables and Advanced Actions 15. Finishing Touches and Publishing 16. Other Books You May Enjoy

What this book covers

Chapter 1, Getting Started with Adobe Captivate 2019, introduces Captivate as an eLearning solution. It takes you through the Captivate interface and presents the sample applications that you will build during the course of the book. At the end of this chapter, you will have a precise idea of what Captivate 2019 is capable of and of the work that will be covered in the rest of the book.

Chapter 2, Working with Standard Objects, teaches you how to work with the standard objects of Adobe Captivate. These objects include the Text Caption, the Smart Shape, and the Image objects, among others. Important Captivate workflows are also discussed in this chapter.

Chapter 3, Working with Multimedia, covers how to include and edit various types of multimedia elements in your eLearning projects. The tools covered in this chapter include the insertion of animations, as well as video and audio files into the project.

Chapter 4, Working with the Timeline and Other Useful Tools, covers various tools and features (such as the Alignment tools and Smart Guides) used to lay the objects out in the physical space of the slide. The use of the Timeline panel to synchronize the components of the project is also discussed in detail.

Chapter 5, Developing Interactivity, covers the interactive objects and workflows of Adobe Captivate 2019. These objects include the Drag and Drop interaction, Click Box, Text Entry Box, and Button. The all-new Interactive Video workflow is also covered in this chapter. Adding interactivity to allow you to design branching scenarios is discussed in this chapter as well.

Chapter 6, Crafting the Graphical Experience with Styles and Themes, focuses on the aesthetic aspects of your projects. You will learn how to ensure visual consistency both within a project and across projects using Styles, Master Slides, Themes, and Templates.

Chapter 7, Working with Quizzes, discusses the powerful Quizzing engine of Captivate. You will import questions into your Captivate project using various techniques, review each question type in Captivate, and integrate them into question pools to generate random quizzes. In the second part of this chapter, you will learn how to report these interactions to a SCORM- or xAPI-compliant LMS to easily track your student's performance.

Chapter 8, Capturing On-Screen Action, covers the screen capture engine of Captivate. You will learn how to capture interactive demonstrations and simulations using a wide variety of tools and techniques.

Chapter 9, Producing a Video Demo, focuses on producing a video tutorial from start to finish. This includes using the all-new Background Removal feature and all the specifics of that type of project as compared to the regular Captivate projects used in previous chapters.

Chapter 10, Creating a Responsive Project, discusses the use of Fluid Boxes to create a Responsive Project. You will learn how to optimize your eLearning content for multiple screens and devices, including the desktop computer, the tablet, and the smartphone.

Chapter 11, Creating Virtual Reality Projects, covers the brand new virtual reality features of Adobe Captivate 2019. In this chapter, you will create a virtual reality project, import 360 images into Captivate, add text labels and interactive hotspots on the 360 images, and insert Question Overlay Slides in the 360 experience.

Chapter 12, Using Captivate with Other Applications, explores the relationship between Captivate and other Adobe and third-party applications. First, you will convert a PowerPoint presentation into a Captivate project. You will then export some Captivate data to Microsoft Word in order to localize a Captivate project. You will also import an Adobe Photoshop file, edit audio with Adobe Audition, and edit SVGs with Adobe Illustrator.

Chapter 13, Creating Accessible eLearning, discusses how and why it is important to make your eLearning courses accessible for people with hearing, visual, and mobility disabilities. You will learn how to add accessibility text, closed captions, keyboard shortcuts, and tabbing order to the slides and objects in your Captivate projects to make them accessible for learners with special needs.  

Chapter 14, Variables and Advanced Actions, unleashes the full power of Captivate by exploring Variables, Advanced Actions, and the use of JavaScript in Adobe Captivate. These features will help you design and develop highly interactive eLearning content that offers a unique personalized experience to each learner.

Chapter 15, Finishing Touches and Publishing, covers the project-wide preferences and the publication of your eLearning content in various formats. First, you will make your projects ready for publishing by modifying project-level options and preferences. One of these options is the Skin, which lets you customize the playback controls and the table of contents of your projects. In the second part of this chapter, you will make your projects available to the outside world by publishing them in various formats, including Adobe Flash, HTML5, video, and PDF.

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