Audience Response Pads (Quiz Show and Spin Off)
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Audience Response Pad Video Tutorials These video tutorials will show you the basics of using your Audience Response Pads with BRAVO! Watch the Tutorials | |
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Overview The Audience Response Pads (ARS) are compatible with the
BRAVO!
suite and currently work with the Quiz Show and
Spin Off games. The software will currently work with a few different brands
of audience response pads.
Please Note: When playing in Audience Response mode, some features will be automatically disabled. Here is a list of the features that will not work:
- Final question in Quiz Show, and wagering in both Quiz Show and Spin Off (final question). Spin Off will have a final question (last question of a game). Be aware that no final question will appear in Quiz Show.
- The bonus points option (questions)
- Enable take turns mode (settings)
- "Try again"
- Ring in timer (Settings )
- Question timer will work, but when time is up, people can still place their answers. To stop polling, click on Next (this will reveal, by percentage, how the audience answered)
Getting Started:
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Click on the Response Settings in either Quiz Show or Spin Off.
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When the Response Settings is open, look for Response type at the top of the Audience Response Settings page.
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Select the brand of Response Pads you will be using from drop-down menu.
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If you want to go back to normal play, then select the None/Slammers option.
Audience Response Pads (ARS): BRAVO! will work with a few brands of Audience response pads. Make sure that you select the brand you are using from the Response Type menu. Currently, the software works with 4 different types of ARS pads -- the Reply Minis, Turning Point Response Cards, eInstruction CPS Pulse, and iClickers. For the most part, all of these pads can be used in the same way. There are several differences however.
The Basics: There are a variety of keypads available, but all of them work essentially the same way. The front of the keypad provides the buttons the audience uses to select an answer for a poll/question. The back of the keypad contains a unique ID address that you can reference while in play or use as an identifier, if you pre-assign pads to a team or players. All keypads need a receiver (usually a usb device) that typically requires the installation of a driver to work.
Turning Point Response Cards: In the Audience Response Settings, you can easily assign the pads by plugging in your USB receiver and entering your pads by clicking on any button on the pad.
Using Pads as a Ring-in device: In this mode, you can only have one player (captain) per team. This allows you to use the pads to ring in when a question appears. This allows you to play a game in a more conventional format, where teams ring in to answer. It will work similarly to the Slammers, but with some limitations. You are limited to one pad per team.IMPORTANT: Multiple attempts to ring in will cause them to answer the question. The first time a keypad button is pressed, triggers a "ring in" (if they are first of course), the second time a button is pressed, it will trigger an answer to the question.
Anonymous Mode: With this checked, you will hide the end user's name on the game board (if you've assigned names to correspond with each of the pads -- see below). The names of players will still be accessable, while playing the game, if you hover over the ID light near the team score box. Please note: This feature is designed for "no Avatar mode" (Enable Character is disabled in the Teams section) In lieu of the avatar, you will see only the IDs of each player. If you hover over the ID light, with your mouse, you can't identify the player's name, but you can reference the ID number which is on the back of each pad.
Prompt for Team Names: With this checked, you can change the names of the teams when the game is launched. If you choose not to change the team names, you can go with the defaults or whatever names you have set up under the teams settings in the game builder.
Prompt for Number of Teams: If you leave this option unchecked, you can lock down the number of teams on the player side. This option is only available if you have "Assign pads during game" checked. If you want the flexiblity to change the number of teams when a game is launched, you will want to enable this option, by checking the box. When a game is launched, you will be prompted to choose the number of teams for your game.
Total Number of Teams: You can pre-select the number of teams you want to use, when the game is launched, if you enable Prompt for number of teams. This will allow you to adjust the number of teams on the player side. You can only adjust the number of teams on the player side if you have enabled the Assign pads during game.
Turning off the Avatars and displaying IDs/Player Names: By un-checking Enable characters , in the Teams Settings, you will turn off the avatars. The Pad ID address or names of the players (if entered and not in Anonymous Mode) will appear in place of the avatars.
Number of Players/Pads: You can play a game in BRAVO! with up to 250 players/pads. If you are playing with teams, you can have up to 50 players per team. If you were to use 250 pads, you would need to have at least 5 teams, or you would need to play in All Play mode.
All Play Mode: To select all play mode, you will first need to select "no teams" (All Play Mode) in the drop down menu in the Audience Response Settings. In All Play mode, you have a few options that affect game play. There are no teams in All Play Mode . Results are displayed and reflect who answered the question correctly. The players are listed by highest score. In All Play mode , scores are based on correct answers and speed answered. Comprehensive results are saved by the software for future reference (located in Document>C3 SoftWorks> BRAVO! Response). Results are categorized by the game style, date and time the game finished playing, i.e. Spin_Off_results_5-29-2009_2.50PM would indicate a Spin Off game was completed on 5-29-2009 at 2:50 PM.).
Anonymous Mode in the Audience Response Settings: With this feature enabled, the scores, ID and names of each player will be hidden. In this mode, the game will be less about competition and more about results. The game software is still tracking individual results, in the background, which you can review after the game.

All Play Mode Scoring: You have two options in All Play mode. Both modes will assign scores based on responses, but you can add a speed component to the score (the faster/slower you answer, affects the number of points that are awarded/subtracted) When you Enable the Timers (under game Settings, see image above) you will note that the points that appear in the question will start to decrease as the question timer counts down. Points are awarded based on the time it took to ring in and whether the answer is correct. If timer runs out, no points will be awarded, but the answer will be recorded in the game. If you would prefer to have the points remain static, then go to the game Settings, and uncheck the Enable Timers. To control how fast the point rates drop, simply increase or decrease the time in the question timer.
When you turn off the timers: You will probably not have a clear cut winner. With the timers turned off in All Play Mode, the game will ascribe points based strictly on whether the participant got the answer right or wrong. This leads to many ties.
All Play Competition: If you want to play a game in a more of a competitive mode, where you are pitting one player against others, you can choose anywhere from 2-250 players, and assign names to the IDs. This will display the IDs/name next to the scores. This adds a a level of accountability that amps up the competition. You can also play the game in Anonymous mode (by checking this in the game builder settings under Audience Response Settings ), where the names are hidden but the IDs will be displayed.
Streamlining Game Set Up: If you know, for example, that you will only have two teams, and you know exactly what the names of the teams will be ahead of time, you can streamline the set up by un-checking the Prompt for Number of Teams (1 ) and Team Names (2 ) . This will eliminate two screens that appear when a game is launched. If you know for sure you will have 30 players in a session, you can also set that up on this page, by assigning pads to each team in the Audience Response Settings. This will allow you to launch the game and hand out the pads in the classroom with very little set up. The software is designed to give you flexibility on the player side, if you think you will need it. Note: With 2-20 players, the game will display the name or ID along with the cumulative score. When you have over 20 players on a team, you will not see the scores on the game board -- just the IDs or names.
Assign Pads During Game: With this option checked (4) in the Audience Response Settings , you can assign the pads to teams in the classroom. When a game is launched, for example, you will see an area to assign pads for each team. To assign a pad to a team, click on each of the pads (any button) and the pad will be assigned to that team. You will note the pad address, in the left column. If you want to assign a name to a pad, you type it in the right column next to the pad number. When you've completed this step, you are able to see (by keypad ID and name) who's on which team. This will make it easier for you to make sure you have the proper number of pads assigned to a team. You will repeat this for each team.
Assign Pads In the Game Builder: If you happen to know who will be attending your training session, you can pre-assign pads (with or without names) to teams to save time in the classroom, you can easily assign pads and names to each pad (optional) by un-checking the Assign Pads During Game box. To assign pads to teams, simply choose the number of pads you will be using, the number of teams you want, and the wizard will automatically distribute the pads to the teams. Keep in mind, that if you have 30 pads and you set up 3 teams, you will have 10 pads per team, if you have 4 teams, then you will have 8 pads on 2 teams and 7 pads on the remaining 2. The software will balance out the number of pads as best as possible, but, depending on the number of pads vs. number of teams, it may not be equal. You can also assign a pad to a name here as well, by typing it in the right column. You can also do this in the Create Class Roster. This is the recommended way to assign pads to teams, especially if you will be using the same roster in multiple games. In this mode, you can easily change the team numbers and distribute the names with their IDs. On the player side, you can change the name or ID number, or even remove an ID/player. If you want to add IDs/players you will need to do this in the builder.
Assigning Pads to a Team: To save time in the classroom you can assign the pads to teams ahead of time. This is especially helpful if you are using a large number of pads. The first thing you will need to do, is enable the Assign pads during game. Next, select the number teams under the Total team drop down menu. You can have from 2-10 teams (if you play with only one team, then the game switches to All Play mode ). Choose the number of pads you will be using and click on Distribute Pads toTeams. You can change the number of pads or teams at anytime, by clicking on Distribute Pads toTeams. In the Audience response setting , you will be able to increase the numbers of players to a team or change the ID number at anytime.
Changing the Number of Teams: Changing the number of teams can be done at anytime. If, for example, you set up a game and have assigned 30 pads to be distributed to 2 teams. Later, you decide you want to change the number of teams to 3. No problem. To do this, select 3 teams, and then hit the Distribute Pads to Teams button. This will redistribute the Pad IDs and names (if entered) to 3 teams.
Create Class Roster: Click this if you wish to pre-assign specific pad IDs to individuals in advance of a training session. This utility allows you to easily add your participant's names in one location, making it easy to view your class list as a whole. If you want to use this list in other games, or you want to set up multiple rosters, make sure you save the roster with a unique name.
Adding TurningPoint ResponseCards : Compared to the Reply Minis The address for the TurningPoing ResponseCards is a 6 digit address You can simply type the address in manually. To do this, make sure that the Audience Response Settings and the Assign pads during game are unchecked. To start adding, you simply click on any of the pads and it will assign the address in the game. Then, go to the Player Name (optional) and you can assign the pads to an individual.
Add Pad: You can add an ID Pad to a team by simply selecting a team, then clicking on Add Pad . This will prompt you to " Enter Pad ID". Enter the address of the pad ID here and that's it. Be aware: If you are adding an ID that is assigned to another team, you will want to make sure you remove it from the other team to ensure that the score is attributed to the correct player.
Remove Pad: You can remove an ID Pad from a team by selecting a Pad ID and then clicking on the Remove Pad button.
Save Class: When you assign IDs and names to teams, BRAVO! will automatically save the data within the game file. If you want to create an external file, for use with other games, or you want the ability to edit the data outside of the BRAVO! game builder, then click on Save Class , give it a unique name, and save it to your computer.
Save Class As: If you want to create another variation of a class roster, click on Save As , then give your roster a unique name. This will create a new data document, which you can easily edit outside of BRAVO!
Load Class: If you have a course roster you have already made and it was saved as an external file, you can import that list into BRAVO! Response Settings for other game styles or new games made.
Editing your Class Roster outside of BRAVO!: By saving your Class Roster as an external file, you can edit it with any basic spreadsheet program. This is a nice way to allow those, without a licensed version of the program, to add or modify names. In some cases, especially with large numbers of players, you may find it easier to work with a spreadsheet to make your class roster.
Testing your Game: To test your game in Audience Response Mode, you will need the hardware and a receiver. If you do not have the hardware, then you can preview your game by selecting None/Slammer mode in the drop down menu. We suggest that you make your game first and test it in None/Slammer mode, then set up your teams and audience response settings. You can still make changes to any part of the game while in Audience Response Mode.
Player Side Instructions
Initializing: When you first launch a game, the software will look for the ARS receiver. You will see a loading icon while it waits. If you do not want your audience to see the initializing process, have the Intro Screen enabled under Settings in the game builder. This will give you a visual indicator that is more discreet. Another idea to consider, is to launch your game ahead of time so it initializes, and hit the Esc key, to minimize the screen until you are ready to start.
Reports: Once you complete a game, a question, or when you quit, you will get the following prompt: "Would you like to view results data from this game?" You can choose yes or no. If you choose yes, the results will show up in an html file in your browser. If you choose no, the results will still be saved and you can find them in your Documents folder (under C3 SoftWorks) and the data will be in a folder named "BRAVO! Response." The game will be named (Game name, Spin_Off or Quiz_Show)followed by the date and the time the game was completed. Example: Quiz_Show_results_5-30-2009_7.57PM.html
Copyright (c) 2009-2010, C3 SoftWorks,
Copyright (c) 2009-2010, C3 SoftWorks,
Audience Reponse Pads 
