eLearning & Gamification: Apply the Octalysis Framework to Your Training

by AJ George Follow us on Twitter

Last week I gave a pretty in-depth explanation of Yu-kai Chou's Octalysis Framework that I thought might be useful if you'd like to incorporate gamification into your eLearning courses. So far I have mostly covered what the Octalysis is and how it is set up. Now I'd like to get into how you can apply this to your own course.

First, a refresher on what the Octalysis looks like: 

The Octalysis Framework. 

If you'd like more information on how the framework is set up, check out last week's Octalysis Framework article (including an explanation of Right Brain vs Left Brain and Black Hat vs White Hat drives).

Yu-kai provided a few examples of the Octalysis in action so I'll start by using a couple of those. Here is his Farmville analysis:

Farmville analysis 

Notice visually that the "web" is larger for areas with more appeals to each drive. According to Yu-kai, Farmville excels at appealing to the Ownership, Scarcity, and Social Pressure drives. It is less appealing to the Meaning and Unpredictability drives. Yu-kai's belief is that a successful game does not need to thrive in all categories, as long as some of the areas are thoroughly fleshed out.

Here's another example. This is Yu-kai's analysis of Facebook:

Facebook analysis 

Facebook is a near mirror image of Farmville. This means that while Farmville is based more on Left Brain drives (ownership, logic, calculations); Facebook is more Right Brained (creativity, social expression, socialization).

And what about those numbers on the Octalysis (Farmville gets a score of 414 while Facebook gets a 448)? Yu-kai admits the numbers are subjective, but here's how you can roughly calculate the score:

  1. Give each of the eight sides a score from 0 to 10.
  2. Square the values on each side.
  3. Add them all together.

For example, using Yu-kai's Farmville example above, I guesstimated about what he would rate each side given the visual size of the "web" and then squared that number.

Meaning: 1^2= 1

Empowerment: 5^2=25

Social Pressure: 9^2=81

Unpredictability: 1^2=1

Avoidance: 9^2=81

Scarcity: 10^2=100

Ownership: 10^2=100

Accomplishment: 5^2=25

I then added all of those values up to get an Octalysis Score of 414 out of a possible 800. Statistically this makes Farmville look like it's not doing so well (no one ever passed math with a 52%), but based upon Yu-kai's other analyses he gave as examples (Diablo 3 got a 284 and Twitter got a 267), it looks like a score of 400 or above is actually doing quite well as far as gamification is concerned.

I don't think it's a perfect system of analysis, but in an area where one does not currently exist, I think Yu-kai is really on to something here. The Octalysis imagery itself is nice to look at, but I think the lazy route of just assigning a score to the 8 different areas and calculating an Octalysis score could be just as useful in determining whether your gamification elements are lacking. I tried it myself by applying the Octalysis to Draw Something to see if I could pinpoint where the weakness was that caused the once massively popular game to peter out so quickly.

Meaning: Was there any? 0

Empowerment: For the artists out there, this was prime time to show off. The lack of chat function (which I hear they later added–but long after I stopped playing) made it hard to provide feedback on how awesome your drawing skills were. 7

Social Pressure: Playing against real people, and often those that you knew, meant an angry person on the other end if you failed to play in a timely manner. Not much (or any?) social media integration however. 7

Unpredictability: Aside from the occasional addition of new words to draw, not much. 1

Avoidance: When I stopped playing this game, you could only play up to 99 turns against a person before you started over. I think that was a real hindrance in encouraging people to play indefinitely. 2

Scarcity: Having to wait for your opponent to play before you could play again meant constant phone checking to see if the other person had played. This may have driven players to encourage their opponent to play more often/frequently. In this case, that was a good thing. 5

Ownership: The more you played, the more colors you could "buy." In a game of drawing this is a big deal, but there are only so many colors so with time, this prize would become redundant. 4

Accomplishment: Because you and your opponent were "in it together," guessing the image was dependent upon how good each of the drawings were. Unlike a real life game of Pictionary, you weren't playing against other teams. You couldn't really beat the other person, which probably became dull rather quickly to those with a more competitive nature. 3

Octalysis Score=153 And now we know why it fizzled out?

Yu-kai says he will continue to expand upon his Beginner's Guide to Gamification to include more in-depth information on scoring the eight drives. He says he is working on a 90-part series and has currently only released the first five parts, so I suspect much more information will be added over time.

Go ahead, try this out on your own gamified learning. Does the Octalysis framework emphasize strengths or weaknesses you didn't even know where there? How does your score stack up? Given that training has the additional motivations of need to know, job requirements, and the like, how much should your eLearning rely on its gamification score? I look forward to reading your comments below.

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AJ teaches a live, 3-hour class that offers tips/tricks for improving the look and feel of your PowerPoint presentations: Slide Sprucing: Remodeling Lackluster PowerPoint Slides for eLearning and Presentations.

Adobe Captivate 6: Delivering Standalone eLearning Lessons

by Kevin Siegel Follow us on Twitter View our profile on LinkedIn

I recently received an email from a new Captivate developer who had delivered an eLearning lesson to a client via email attachment. The client informed the developer that he could not open the email attachment since he didn't own Adobe Captivate.

I asked the developer what he had sent to the client, and was told that he had emailed an Captivate production file (the cptx file). The developer didn't realize that cptx files can only be opened by someone who has Captivate installed on the computer. When it comes time to deliver consumable content to a learner, the cptx files must be published (via File > Publish).

When publishing a Captivate project file, the format you select will depend upon on how the learner will access the lesson. If the learner is going to access the lesson over the internet (either from a web server or an LMS), publishing SWF and/or HTML5 is the way to go. If you decide to publish a SWF, the learner will use a web browser to access the lesson. In addition to the web browser, the learner must have the free Adobe Flash Player on the computer to view the SWF.

If you publish HTML5, a web browser is still required for the learner. However, since HTML5 isn't a Flash-based output, you bypass the need for the learner to need the Flash Player. Learners need only use a device, or browser, that supports HTML5 (such as the Safari browser found on the iPad and the iPhone).

If you'd like to email the lesson to someone as an attachment, neither SWF nor HTML5 are appropriate since both outputs result in multiple, co-dependent, published files. Instead, you could proceed to choose SWF/HTML5 from the publish options, select SWF as the Output, but then select Export PDF from the Output Options area. 

Export PDF 

After publishing the lesson, you'll receive an alert dialog box reminding you that the free Adobe Reader 9 (or newer) is required for anyone wanting to use the PDF. And while the publish destination folder will include multiple files (including a SWF and a PDF), the only thing you'll need to email to a learner is the PDF.

Many people are surprised to see that when opened in Adobe Reader, the PDF retains all of the lesson's animations, audio and interactivity. Because the PDF does not depend on other published assets, the PDF is a wonderful standalone option. The PDF is portable (it can be emailed as an attachment) and cross-platform (Adobe Reader is available for both the Macintosh and Windows operating systems).

If PDF isn't going to work for you, there are some other standalone publishing options. From the list of Publish options along the left side of the Publish dialog box, select Media. From the Select Type drop-down menu, you can choose to publish a Windows Executable (which will create a portable, standalone file that will only play on Windows-based PCs), or MAC Executable (which will create a portable, standalone file that will only play on Macs). Both of these options will create one single file that retain all of the audio, animation and interactivity of published SWFs, HTML5 and PDFs. However, since they are platform-specific, you'll need to know the hardware and software being used by your learners to ensure you publish the correct media.

Media options  

The final option in the Select type drop-down menu is MP4 Video. This option will yield a standalone video file that can be opened by Macs, PCs and mobile devices (such as the iPad). However, while the video will include the lesson's animations and audio, any interactivity contained within the lesson will be lost (click boxes, buttons and quizzes).

The publish option that you select during the publish process really depends on your learner's setup, and how they will be accessing your lesson. Just remember that neither SWF nor HTML5 are good standalone options.

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Looking to learn Captivate quickly? I teach two live, online Captivate 6 classes. Adobe Captivate Essentials and Adobe Captivate Beyond the Essentials (Advanced).

eLearning & Gamification: The Octalysis Framework

by AJ George Follow us on Twitter

After covering gamification in a few articles, I've been getting lots of feedback requesting more information. I've been doing a bit of research recently and came across the Yu-kai Chou & Gamification Blog. If you're interested in gamification in general, you should definitely add this blog to your RSS feed. What I found particularly interesting to the eLearning community, however, was Yu-kai's gamification framework for increasing user engagement and motivation.

Judging by the feedback I received on my article How to Incorporate Gamification Elements, I think the question eLearning developers are facing is not whether to add gamification elements at all, but how to determine which gaming elements will be most helpful to encourage motivation, keep learners interested, and achieve the desired learning outcomes. A further problem is in recognizing what is missing. Here's where I think Yu-kai'sOctalysis Framework could be useful.

What is the Octalysis Framework?

Visually, the Octalysis is an octagonal chart diagramming the Eight Core Drives of Gamification (covered next). These core drives can be divided by White Hat and Black Hat Gamification (more on this soon) as well as Left Brain vs Right Brain drives (more on this too–stick with me here). In practice the framework can help you and your team visualize which gamification elements your eLearning deck could be missing (or is chock full of).

Here is what the framework looks like: 

The Octalysis Framework. 

Image source: http://yukaichou.com/  

 

What are the 8 Core Drives of Gamification?

As you can see in the framework diagram above, there are eight criteria that form what Yu-kai believes lead to optimum motivation and engagement in a game setting. While I don't think this aligns completely with eLearning goals, I do think that if you are employing game elements into your learning, then this is an excellent foundation for assessing whether you have covered all of your bases.

Epic Meaning and Calling (Meaning)

A good example of this is when someone contributes to a site like Reddit or Wikipedia. The feeling of contributing to a "greater good" is generally what is fueling contributors. A desire to be the most helpful, influential or intelligent is the drive here.

Development and Accomplishment (Accomplishment)

This drive focuses on acquiring skills (or another desirable acquisition-a badge perhaps) or achieving some given task. Receiving a badge on Foursquare for frequenting a coffee shop more than other users is an example of this. So is using Google to look something up and quickly gain knowledge. 

Expressing of Creativity and Feedback (Empowerment)

Artistic play in general is a good example of this drive. In many ways [the briefly popular] Draw Something was a good example of this, as many people played as a means of showcasing their artistic abilities.

Ownership and Possession (Ownership)

This is often the drive behind games such as Farmville, where you construct your own farm and badger your friends for more supplies to make the farm bigger and better. Another obvious example: Monopoly.

Social Pressure and Envy (Social Pressure)

According to Yu-kai, "[t]his drive incorporates all the social elements that drive people, including: mentorship, acceptance, social responses, companionship, as well as competition and envy." Most any social game or site where you can see the progress of your peers falls into this category.

Scarcity and Impatience (Scarcity)

This drive is similar to the Supply and Demand business practice. People often want what they can't have. This was a major contributor to the initial success of Facebook: in the beginning the drive to join was that only Ivy league schools could be a part of the network, then only college students, and then, eventually, anyone over the age of 13. This is also a drive in games like Farmville where you must wait and return several hours later to harvest a crop.

Curiosity and Unpredictability (Unpredictability)

Curiosity may have killed the cat, but humans are still drawn to (and often excited to) stick around to see what happens next. Good examples of this: gambling and games with unexpected things that pop out and want to eat your brains.

Loss and Avoidance (Avoidance)

This is the drive that says "I've come this far, why quit now?" even if there is, perhaps, no other real reason to continue. Games like Farmville where players amass digital possessions often appeal to this drive. Even if that farm means nothing in real life, it may be hard to walk away once you've invested so much time (and maybe even money).

Left Brain versus Right Brain

Beyond the eight Core Drives, the Octalysis is further divided by the side of the brain each drive appeals to. The drives on the right are considered right brain, meaning they are geared more toward "creativity, self-expression, and social aspects." If you are designing a learning course for a group of artists, for example, you may want to make sure your gamification elements appeal heavily to these drives.

The drives on the left are considered left brain, meaning they are more about "logic, calculations, and ownership." If, for example, you are designing a learning course for a group of scientists, you may want to make sure your gamification elements appeal more to these drives instead.

Left Brain versus Right Brain. 

Image source: http://yukaichou.com/ 

 

White Hat versus Black Hat

The Octalysis framework is also divided in half horizontally. The drives at the top are considered "White Hat" in that they are generally more positive. Skill mastery, artistic expression, achievement, etc. are typically seen as positive motivations-or carrots. In addition, they may have a slightly better moral valence: Being compelled to leave informed posts on Reddit because you want to answer people's questions about civil unrest in your country (meaning) will probably leave a better taste in your mouth than being addicted to tending a virtual farm or garden because a friend of yours has a bigger one (envy).

The drives on the bottom half of the Octalysis are considered "Black Hat," and although they are sometimes negative to experience or may be questionable as motivations, they can still lead to positive outcomes. Social pressure and envy may lead to a morally uplifting result, for example, if you're being socially pressured to help out the same charity that all of your friends are supporting. It is not bad to succumb to this social pressure even if your initial motivation was merely to do what your friends are doing. So as Yu-kai points out, just the fact that a method of impelling motivation is labeled as Black Hat does not necessarily mean it always leads to bad results.

Nevertheless, it might also be interesting to think about White Hat versus Black Hat motivators along the lines of intrinsic (driven by an interest or enjoyment in the task itself) versus extrinsic (performance to attain an outcome) motivations. Adult learning principals, for example, encourage us to recognize that adult learners may be motivated more by internal rewards such as an increase in self-esteem than by external rewards such as an increase in salary.

White Hat Gamification 

Image source: http://yukaichou.com/ 

 

When designing your eLearning, it pays to be aware of what the motivators are in your gamification elements.

As you review your training methods according to the gamification Octalysis, do you find that you are using more White Hat or Black Hat motivators? Are you missing some potential drivers that would be appropriate and useful? Are you emphasizing too much of one side of the brain while missing out on the other? Does the question of intrinsic versus extrinsic rewards concern you? I look forward to reading your comments.

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AJ teaches a live, 3-hour class that offers tips/tricks for improving the look and feel of your PowerPoint presentations: Slide Sprucing: Remodeling Lackluster PowerPoint Slides for eLearning and Presentations.

Adobe Captivate 6: A Production Tip That’ll Save You Time

by Kevin Siegel Follow us on Twitter View our profile on LinkedIn

After inserting an object onto a Captivate slide, you have multiple ways that you can control when the object appears on the slide. For instance, you can change the Appear After timing for the selected object on the Properties panel, Timing group. 

Setting the Appear After time in Adobe Captivate.  

You can also drag the left edge of the object left or right on the Timeline to change the Appear After time.

 Using the Timeline to adjust the Appear After time.  

While adjusting an object's Appear After time isn't difficult, you can save yourself the effort by establishing the Appear After time before you insert the object. At the top of the Timeline, click at the exact time where you want an object to first appear. After clicking, the red box shown in the image below will appear. The red box is known as the Playhead.

The Playhead positioned on the Timeline.  

With the Playhead positioned on the Timeline, the Appear After timing will already be set for any objects you insert on the slide. In the image below, I inserted three text captions after positioning the Playhead. Notice that all of the text captions are set to the same Appear After timing.

Multiple objects added to the Timeline after positioning the Playhead.  

I've found that this kind of production forward-thinking will save a significant amount of production time over the life of a project. If you've got a nifty production tip or trick that you'd like to share, feel free to share them as comments.

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Looking to learn Captivate quickly? I teach two live, online Captivate 6 classes. Adobe Captivate Essentials and Adobe Captivate Beyond the Essentials (Advanced).

Writing & Grammar: Confusing Words and Usage

by Jennie Ruby Follow us on Twitter View our profile on LinkedIn

We continue our series of challenges with a mixed challenge on confusing words and confusing usage. See if you can ace these without looking them up. Please send your answers directly to me.

  1. We waited with baited/bated breath.
  2. The university conducts symposiums/symposia on linguistics every semester.
  3. The electric/electrical train was plugged in to/into the same electric/electrical outlet as the electric/electrical toothbrush.
  4. The speech was a/an historic moment.
  5. This crummy/crumby software does not even have an automatic update feature!

Here are the Results from Last Week's Challenge:  

Confusing word or phrase

Percent incorrect

toe the line

17%

hard row to hoe

14%

attributes

7%

sixty-four thousand dollar question

3%

moot

0%

We had quite a few winners, with 19 respondents getting 100 percent correct! Here are your winners, alphabetically by first name: Amanda P. Avallone, Beatrice W. Mukora, Bob Cunningham, Carla Craddock, Chris Zimmel , David Pitts, Irene McCoy, Jackie Knoy, Jim Dages, Jing Ping Fan, Karyn R Smith, Krista Allen, Nancy Wright , Susan Czubiak, Susan Klick, Tanya Davis , Tara Allen, Terri Schultz, and Toni Wills. Congratulations!

The hardest idiomatic expression appears to be toe the line, with 17 percent of respondents answering tow the line. I was not surprised that this one was among the hardest, because I have heard people not only argue that the word is tow, but also give a detailed explanation involving horses towing barges up a canal. Reliable authorities, however, including the Merriam Webster Dictionary online, agree that the expression is toe the line, meaning conform to rigid standards. The origin is variously attributed to something sailors or students were made to do during roll calls–stand perfectly lined up side by side with their toes all touching some kind of line on the floor–or to making sure your toe does not cross some kind of starting line in a sport or fight such as racing or sword fighting.

The second hardest idiomatic expression turned out to be hard row to hoe–an expression from farming, involving the back-ache-inducing task of hoeing the weeds out of a row of plants such as corn. Having had some experience with hoeing rows of corn, I personally think the expression really should be "long row to hoe" rather than "hard row to hoe," because of the dismay one feels when looking down the row of corn to see how far is still left to go compared with how far one has already come. I suppose how hard the ground is also plays a role in how hard a row is to hoe, and I suspect that the "road" to hoe expression might come from someone's play on words indicating that the ground was so hard that it was like hoeing a road. But that is pure speculation, and does not change the fact that hard row to hoe is correct.  

Attribute–to state that one thing is the cause of another;contribute–to make a donation. Confusion probably comes from the fact that multiple causes might contribute to a result, but when a person is the subject of the sentence and is making a judgment as to what caused something, the word is attribute. You attribute the result to causes, and causes contribute to a result.

Carla Craddock brings up an interesting point about the sixty-four thousand dollar question: who cares what the number is, since everyone knows that your point is that it is an important question? What an interesting point! In fact, you have made me realize that using these expressions "correctly" may mean we are using a lot of clichés. Using them somewhat differently than the standard usage might actually be a good idea, to give a fresh take to these phrases. Nevertheless, you want to make sure you know whether you are deliberately playing with these phrases or just plain getting them wrong. Probably most readers will understand you (or be able to figure it out, given Google) if you write tow the line or road to hoe. But with idiomatic expressions, there is usually some specific source of the saying–in this case a radio quiz show in the 1940s and a TV quiz show of the 1950s–and careful readers will know the difference if you use the wrong word.

I am reminded of a colleague who was assigned the job of finding art for an article in a magazine. The article was titled "Ugly Ducklings," so she had found a photograph of some web-footed, wide-billed birds and was set to go. When she showed the art to the editorial board, however, her bad luck came into play: three out of the five members of the editorial board were avid birdwatchers, and they burst out almost simultaneously with "Those aren't ducks! They are geese!" Needless to say, that art was nixed, and some graphics of actual ducklings, along with an image of a swan, went into the layout. Extra points to anyone who can tell me why a swan photo was accepted!

No one missed the moot point/mute point question. Maybe I should have asked, "How do you pronounce moot?" I know I hear people call this a "mute" point quite frequently. Moot rhymes with what a cow says: moo. And, by the way, the birdwatchers can also tell you that there is such a thing as a mute swan!

 
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If you like Jennie's articles, you'll love her classes. Join her online and learn about Writing Effective eLearning Voiceover Scripts and eLearning: Writing Step-by-Step Scripts and Training Documents.

Writing & Grammar: Idiomatic Expressions

by Jennie Ruby Follow us on Twitter View our profile on LinkedIn

On the long, traffic-bemired trip back from Thanksgiving, my car passengers contributed their pet peeves to this week's challenge. Do you know these? Are they your pet peeves also? Please select the one you think is correct and send me your answers. Results next week. 

  1. He got fired because he would not toe the line/tow the line about the new company policy.
  2. If he wants to get his job back, he has a long row to hoe/road to hoe.
  3. Whether he will still get his pension payment is the sixty-four dollar question, sixty thousand dollar question/ sixty-four thousand dollar question/ sixty-four million dollar question. [ignoring number and dollar sign style-which is the right amount?]
  4. I'm sure he still attributes/contributes his firing to anything other than his own actions.
  5. But I think it is a mute/moot point whether he re-applies for the job, because our boss will never hire him again.

Answers to last week's challenge are brought to you by Michele Rose, who missed only one word (which I have corrected here). No one reached 100% this time! Honorable mentions go to Carla CraddockChris Zimmel and Mary Saunders, who missed only two each. I especially loved the fact that Michele Rose pointed out that should would be a better (more formal and professional sounding) option than had better, and that she pointed out that you should leave out the word figuratively and use neither figuratively nor literally

  1. I wish someone had apprised me of the situation with the angry client.
  2. I thought the books had already been shipped.
  3. When I left on Friday, the books were all ready to go.
  4. When I got back to work on Wednesday, I found out the shipment had been held so we could send the books and the other items all together.
  5. Meanwhile, the client had told us it was all right to send the items separately.
  6. I was loath to make the phone call, because I was not sure how to handle the situation.
  7. Nevertheless, I made the phone call without further ado.
  8. Because I called right away, I was able to soothe the client's temper.
  9. Because of our mix-up, I decided to offer the client a discount on a future purchase.
  10. However, the client said she couldn't care less about getting a discount.
  11. Instead, she tried to persuade me to give her the entire shipment for free.
  12. I said that getting good service was different fromgetting products for no cost.
  13. I then decided I had better ["should" might be a better option] offer overnight shipping on the order.
  14. Once she agreed, I could hardly wait to get off the phone and do a victory dance.
  15. After our discussion, the client was [neither–it's figurative, but there is no need to include the word] on fire with enthusiasm for our business.

different from

67%

because of

56%

all right

44%

couldn't care less

44%

all together

33%

loath

33%

because

22%

persuade

22%

had better

22%

could hardly wait

11%

apprised

0%

already

0%

all ready

0%

ado

0%

figuratively

0%

The most difficult choice this week was between different fromand different than. I was not surprised, because the difference in usage is rather hard to describe, let alone follow easily. Grammarians and other linguistics experts have argued about the difference, if any, for literally decades (yes, literally). Many people consider different than to be incorrect most of the time, but different from is always correct, if you don't mess up the two things you are comparing. Different from is the preferred usage unless your sentence ends up comparing nonparallel items:

*I see the argument different from you.

Here, I've ended up comparing argument with you. To fix it using from, I would have to say

I see the argument in a way that is different from the way you see the argument.

That is more than twice the words, and ugly, to boot. This is where the word than comes in:

I see the argument in a different way than you [do].

By the way, if you are thinking of using the word differently, you do have a point. But the word different has a second meaning that is actually an adverb, synonymous with differently. So it would not technically be wrong to say

I see the argument different [or differently] than you.

My personal shortcut for this is to use than in adverbial phrases, and from only when comparing two nouns or gerunds [-ing verbs functioning as nouns]. In the challenge, I was comparing two gerunds : getting this versus getting that.

Due to is an adjective, because of is an adverb. A thing is due to something; an action is taken because of something. In the challenge, I did the action of deciding something because of our mix-up.

Alright is always all wrong.

The phrase couldn't care less is used to indicate how little a person cares. How little does the person care? So little that it would not be possible to care any less. The person already does not care at all, and thus could not care less. If you misspeak–and this is a VERY common error–and use could care less, then you have mistakenly indicated that the person does care to some extent that is not zero, since there is room for them to care less than they currently care.

Altogether means thoroughly, all together means all at the same time or in one package.

Loathe is a verb that means hate and requires a direct object: you have to loathe [hate] somethingLoath is an adjective meaning reluctant. I am loath [reluctant] to do something that I do not like.

Being as how is less incorrect than beings as how. (I have not found evidence for this, but my sense is that the s is actually short for the word as, so that being's means being as, and thus being's as is redundant. But I am just going on my own judgment without corroboration there.) But both expressions are archaic, although they are used in colloquial and conversational English especially in the South. The common grammarian wisdom here is always use because instead in writing.

Persuade means to try to get someone to do something

Convince means to get someone to agree with an idea. So you try to persuade me to give you a discount, but you try toconvince me that giving a discount is a good idea.

Had better is the correct expression, and using better by itself is incorrect. Again, speaking just from my own theories, using better by itself comes from mishearing and then misspeaking the contracted forms I'd betteryou'd better, etc.

Could hardly wait is the proper expression. Putting a negative word in there negates the adverb that indicates the slightness of your ability to wait, hardly, creating a sort of double negative that cancels itself out and ends up meaning the opposite.

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If you like Jennie's articles, you'll love her classes. Join her online and learn about Writing Effective eLearning Voiceover Scripts and eLearning: Writing Step-by-Step Scripts and Training Documents.