Guided Behaviors
Add tap-to-navigate, sounds, celebrations, and feedback to any widget with ready-made ideas and plain-language sentences.
Behaviors make your lesson respond to students — a button that jumps to the next scene, a sound that plays on tap, confetti on a right answer. The guided flow writes each one out as a plain sentence before you add it, so you always know exactly what students will experience.
Open it from the canvas
Select any widget and a small pill appears above it. Tap ⚡ Behaviors to open the guided flow. When a widget already has behaviors, the pill shows a count — tap it to see everything the widget does, written as sentences. Tap the pencil next to any sentence to edit that behavior right there — the same builder opens filled in with its current settings, and you can change it, move it to a different moment, or remove it.
Widgets that hold deeper answer settings (like multiple choice or flashcard) also show ⚙ Configure in the same pill — that's for answers and scoring; Behaviors is for what happens while students play. Every widget's pill also carries ⛭ Properties, which jumps straight to the properties panel (reopening it if you've collapsed it) with focus on the widget's name — the full settings picture is in Studio overview. See Widgets and widget settings.
Start from an idea
The first screen offers ready-made ideas that fit _your_ scene — Berdee only suggests what can actually work right now:
- Make this a "Next" button — appears when there's a scene after this one.
- Celebrate the right answer — appears on graded widgets; adds confetti and a "Great job!" message.
- Give instant feedback on a wrong pick — appears on multiple choice, matching, and dropdown. It runs on every new wrong pick, so a second wrong guess gets the feedback too.
- Play a sound when tapped / Read text aloud when tapped / Start the timer when tapped — appear when your scene has an audio, text-to-speech, or timer widget.
- Award a point when correct — adds 1 to a
pointscounter (Berdee creates the counter for you the first time).
Ideas you've already added show an Added ✓ tag. And you can always pick Build your own… to start from scratch. More ideas appear as your scene grows — add an audio, text-to-speech, or timer widget and their ideas show up.
Build your own
Building a behavior reads like finishing a sentence:
- What should happen? Go to a scene (or create a new one right there), show a message, celebrate, check their answers, play or control media on the scene, or add to a counter. Creating a new scene here never changes where students go after other scenes: if a scene was set to move on to the next scene in order, it keeps going where it went before instead of being rerouted to the scene you just added.
- When? They tap it, they get it right, they pick a wrong answer, time runs out — Berdee suggests the natural moment and you can change it.
- Read the sentence — _"When students tap 'Octopus', 'Ocean sound' plays."_ — and press Add behavior.
Want it to happen only sometimes? Only in some cases? opens the full condition builder — by score, variable, or answer. See Events, Actions, and Conditions.
One caution: the Submit button that finishes a lesson
If your Submit button is set to finish the whole lesson, adding a behavior to it replaces what it did on its own. Berdee says so right in the builder, and defaults its "Check their answers" step to The whole lesson so the attempt still gets recorded. Keep that step on the button and you can safely add a celebration or a message alongside it.
Berdee watches your back
The guided flow warns you before common mix-ups — like two behaviors that both navigate on the same tap ("both run and the last one wins"), a navigation that overlaps the scene's own progression, or awarding points twice on the same moment. Warnings never block you; they just make sure you mean it.
When you need more
The guided flow keeps things simple on purpose — one behavior at a time, created or edited as a sentence. A few advanced shapes live only in the properties panel: hover triggers, game events, several actions chained on one trigger, and variable tools beyond counters. Behaviors like that show up in the "Already wired" list too, and their pencil takes you straight to the full Behaviors section in the properties panel (so does Advanced options… in the footer). The two are the same system: anything you add in the guided flow can be fine-tuned in the panel, and back.
For multi-step patterns built from several behaviors working together — like one button that branches two ways, or a hint that appears only after a failed attempt — see Interaction Recipes.
Looking for lesson-wide navigation instead? The Lesson Graph draws your whole lesson as a map and creates paths between scenes.