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    • Home
    • ID Portfolio
      • Interactive Storyline
      • Branching Simulation
      • Agriculture 101
    • Video Editing Portfolio
      • DTP Course Video
  • Home
  • ID Portfolio
    • Interactive Storyline
    • Branching Simulation
    • Agriculture 101
  • Video Editing Portfolio
    • DTP Course Video

Storyline Interactive Course

Click or select here to view the training as a whole. 

Below is the process used to create the training course.

Learning Objectives and Storyboard

Given that over 80% of cyber-attacks are caused by human error, the course is a designed to increase the learner's ability to detect cyber-attacks and respond correctly before damage can occur.


The course utilized video elements to gain the learner's attention to important topics and gamification later in the course to increase learner retention of critical information.

Slides 1-3

The first slides utilize a lot of video elements to quickly gain the learner's attention and increase retention of the early information. The information that human error causes over 80% of cyber security incidents demonstrates the real-world need for the skills within the training. 

Slides 4-6

A real-world case study of a cyber-attack at Ubiquiti in 2015 that could have been prevented is displayed as two short video elements. In between the two videos is a short ungraded text entry to allow the learner to reflect on what actions could have prevented the breach.

This pause and reflection increases the retention of the learning material and allows the learner to understand later content about cyber security awareness to a deeper level.

Slides 7-8

Gamification elements are utilized to increase learner retention and to demonstrate their ability to use the skills they have learned within the course. 


A meta-analysis of 49 studies identified that gamified training tasks are more motivating and engaging for learners.

A second meta-analysis of 38 studies identified statistically significant positive effects of gamification of an increase on cognitive measures, motivational attitude, and after training behavioral learning outcomes.

The gamified training content were statistically indicated to be successfully transferred to non-game (real world) contexts after the training was completed.

Final Quiz

The final quiz pulls from a question bank of the core concepts to ensure the learner has succeeded in their learning experience. Passing this will be a good indicator of the learner's ability to use their skillset in the work environment.

Outcome

The course gives learners the skills they need to be aware of potential cyber security threats and demonstrates their ability to detect threats before damage can occur utilizing gamification techniques which increase retention and displays the result of their learning experience.

Copyright © 2025 Christopher Pruett - All Rights Reserved.

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