A gamified Storyline experience designed to teach the intellectual skill of distinguishing relevant information from irrelevant information. Learners assume the role of a detective, analyze clues, evaluate evidence, and make decisions to solve a mystery. By embedding the skill within a problem-solving challenge, the experience provides repeated opportunities to practice judgment, information evaluation, and decision-making in an engaging context.
Audience: Learners developing information evaluation, critical thinking, and problem-solving skills
Responsibilities: Instructional Design, Learning Experience Design, Gamification Design, Storyboarding, Scenario Design, Visual Design, eLearning Development
Tools Used: Articulate Storyline 360, Canva
Intellectual skills are often more difficult to teach than factual knowledge because learners must apply concepts and make judgments rather than simply recall information. In this case, learners needed to develop the ability to distinguish relevant information from irrelevant information when solving a problem. While learners can memorize definitions, they often struggle to apply the concept in authentic situations where useful information is mixed with distractions.
I designed The Detective's Filter, a gamified Storyline experience that teaches the intellectual skill of identifying relevant and irrelevant information through a mystery-solving challenge. Learners take on the role of a detective and must evaluate clues, determine which pieces of information are important, and use that evidence to solve the case. By embedding the skill within a problem-solving context, the experience allows learners to practice the decision-making process required to apply the concept rather than simply define it.
This project was developed as part of a course assignment focused on teaching intellectual skills. Unlike factual knowledge, intellectual skills require learners to apply concepts and make judgments rather than simply recall information. I selected the skill of distinguishing relevant and irrelevant information because it is a foundational component of critical thinking and problem solving.
To better understand the skill, I broke down the cognitive process learners use when evaluating information. Learners must identify available information, determine its relationship to the problem, filter out distractions, and use relevant evidence to make decisions. Rather than teaching these steps through direct instruction alone, I explored how a gamified approach could provide learners with repeated opportunities to practice the decision-making process.
The detective theme was intentionally selected because it naturally aligns with the target skill. Solving a mystery requires learners to evaluate evidence, eliminate distractions, and focus on information that contributes to the solution. This alignment allowed the game mechanics and learning objective to reinforce one another, creating a more authentic and engaging learning experience.
The experience was developed using Articulate Storyline, with custom graphics and visual assets created in Canva. The detective-themed narrative was designed to support the instructional goal of teaching learners how to distinguish relevant information from distractions. Learners progressed through a series of clues, evidence reviews, and decision points that required them to evaluate information and apply their judgment to solve the mystery. Interactive Storyline elements and embedded feedback provided opportunities for practice and reinforcement, while the visual design and game mechanics helped create an engaging environment that remained closely aligned with the learning objective.
This project reinforced that intellectual skills require different instructional strategies than factual knowledge. Because learners must develop judgment and decision-making abilities, opportunities for practice and application are often more valuable than memorization alone. The detective theme was intentionally selected to support the learning objective, creating a meaningful context in which learners could evaluate clues, distinguish relevant information from distractions, and receive feedback on their decisions. The project also demonstrated how gamification can increase engagement and encourage active participation when game mechanics, challenges, and progression are directly aligned with the desired learning outcomes.