No.1
Full course Security awareness

The Visitor

This one is a full course, the same shape I build in Storyline 360, with a menu that unlocks as you go, a short lesson, a branching scenario, a graded check, and a summary. The scenario is the heart of it. Everyone thinks they would spot a social engineer. Give it eight minutes.

Audience · All employees
Format · Storyline 360-style player · 8 minutes
Design model · Consequence-based branching
The Visitor · Social Engineering Defense
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Menu
Security Awareness Series
Someone is at the door. He seems nice.

Most breaches don't start with code. They start with a favor. A held door, a quick answer, a package delivered as asked. In the next eight minutes, one of those favors will be asked of you.

Your choices decide how this story ends. Choose the way you actually would, not the way you think the course wants.

What you'll be able to do
Three behaviors, by the end.
1
Recognize the three influence tactics behind most physical social engineering. Urgency, familiarity, and social pressure.
2
Redirect unverified visitors to a verification path without confrontation, by offering help instead of refusing it.
3
Recover after a misstep. Notice the gap, escalate quietly, and close it before it grows.
The playbook
Three tactics. Click each to see it working.

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YOUR RUN, REPLAYED
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● Live AI coach — a debrief of your actual choices
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Knowledge check · {{ quizProgress }}
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Course complete
The favor is the attack.

Knowledge check: {{ quizScore }} of 2. Scenario outcome: {{ scenarioOutcome }}. Keep three sentences.

1. Helping the person and following the process are the same move. Offer the verification path, don't refuse the human.
2. Pushback against a normal process is a signal, not friction. Familiarity claims are free; verification is cheap.
3. A misstep isn't a breach until it goes unreported. Noticing late beats never; escalate quietly and fast.
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XAPI STATEMENT LOG — what an LRS would receive from this session
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Designer's note

Why I made these choices

No obvious villain

I wrote the visitor to be likable because real social engineers are. If any option looks obviously wrong, the scenario teaches nothing. The learning happens later, when the debrief names the tactics you were responding to without noticing.

Structure of a real module

I kept the full architecture of a real module because a demo should show how I actually structure a course. The menu unlocks as slides complete, and the knowledge check stays gated behind the practice.

Replay by design

I put "try another path" on the debrief because replaying the branch you avoided is retrieval practice disguised as curiosity. In the Storyline build, every path reports to the LMS through xAPI.

The theory underneath
Andragogy · Malcolm Knowles

Adults learn through experience and only lean in when the problem is theirs. The course opens at a door every employee has actually stood at, and the instruction arrives after the learner has already made a judgment call, when they want it.

Cognitive load · John Sweller

One storyline, one decision at a time, no decorative media. Working memory is small, so every element on the slide either carries the scenario or it was cut. The tactics lesson holds three items because that is what transfers.

Testing effect · Roediger & Karpicke

The graded check and the replayable branches are the same principle wearing two coats. Retrieving a concept strengthens it more than re-reading it, so the course makes the learner pull the tactics from memory twice.