SynapticLab · Instructional design rationale
A first-person CPR and AED rescue built in Articulate Storyline 360. The learner is the bystander in a crowded food court, and the obstacle is not missing knowledge: it is hesitation. This page explains each design decision and the research behind it.
The problem
Out-of-hospital cardiac arrest is common in Canada, and survival depends on the people who happen to be there. Bystanders often hesitate: they wait for someone more qualified, fear doing harm, or worry about legal consequences.
Source: Heart & Stroke Foundation of Canada, 2024.
The design bet
A short e-learning module cannot teach the feel of a 5 cm compression; a hands-on course does that. What it can do is rehearse the moments where people stop: the first seconds after a collapse, the gasp that looks like breathing, the AED nobody dares to open. The module is built around those moments.
Classic research on the bystander effect shows that the more witnesses there are, the less likely any one of them is to help (Darley & Latané, 1968). Willingness to act also depends on perceived self-efficacy (Bandura, 1977). The module targets both: it makes the learner the one who moves first, and it answers each doubt with a fact the learner can rely on.
Learning objectives
Objectives 1 to 5 follow the chain of survival. Objective 6 targets hesitation directly.
| # | The learner can… | Practised in | Measured by |
|---|---|---|---|
| 1 | Recognize cardiac arrest: no response and no normal breathing, or only gasps | Agonal breathing decision, warm-up | Knowledge check Q1, Q2 |
| 2 | Get help by assigning specific tasks to specific people | “What do you shout?” | Q3 |
| 3 | Follow the 9-1-1 dispatcher on speakerphone, starting with a precise address | Address decision, thought freeze | Q4 |
| 4 | Place the hands and keep a rate of 100 to 120 compressions per minute | Hand placement, rhythm simulation | Q5 |
| 5 | Use an AED: pads, keep everyone clear, shock, resume compressions | Pad placement, analysis, shock, resume | Q6, Q7 |
| 6 | Name their own doubts and choose to act anyway | Four thought freezes, confidence check | Q8, confidence before and after |
Pedagogical choices
The overall structure follows Merrill's first principles of instruction: a real problem first, then activation, demonstration, application and integration (Merrill, 2002).
| Choice | What the learner experiences | Why: evidence |
|---|---|---|
| Scenario-based, first person | No lecture. The learner kneels next to the victim and makes every decision, seen from their own eyes. | Scenario-based e-learning builds judgment by placing decisions in a realistic context (Clark, 2013). Clark, 2013 |
| Cold open | The module starts with the collapse, not a title or a menu. The title appears only after the first choice. | A problem-centred start activates prior knowledge and gives every later screen a purpose. Merrill, 2002 |
| Consequences on a clock | Hesitations add seconds to a “seconds without CPR” counter. Nothing is simply marked wrong. | Intrinsic feedback, the consequence shown in the scenario itself, is a core feature of scenario-based learning. The values are teaching costs, not clinical data. Clark, 2013 |
| The thought freeze | At four critical moments, the scene freezes in black and white and a doubt appears: “What if I hurt him?”, “Can I get sued?”. The learner answers it to continue. | Perceived self-efficacy predicts whether people act. Heart & Stroke's 2025 guidelines ask training to address barriers to bystander CPR. Bandura, 1977; Heart & Stroke, 2025 |
| Warm-up before the rescue | Three ungraded questions during a pause, before the learner goes back in. | Attempting to answer before learning improves later retention, even when the first attempt fails. Richland, Kornell & Kao, 2009 |
| No external narrator | Every voice belongs to the scene: the dispatcher on speaker, the AED, panicked bystanders, Sam the paramedic. | Conversational, human-sounding narration supports learning (personalization and voice principles). It also mirrors real dispatcher-assisted CPR. Mayer, 2021; Heart & Stroke, 2025 |
| Explanatory feedback | Every decision leads to a short explanation of why, with its source on screen. | Feedback that explains the task and the strategy is more effective than right or wrong alone. Hattie & Timperley, 2007; Shute, 2008 |
| Rhythm practice with live feedback | The learner presses a button or the space bar for 30 compressions while a gauge shows too slow, on target, too fast. | Heart & Stroke recommends feedback devices in lay rescuer CPR training. Immediate feedback on a specific skill supports deliberate practice. Heart & Stroke, 2025; Ericsson et al., 1993 |
| Replay | The debrief shows the seconds lost and invites the learner to replay the rescue. | Repeated retrieval strengthens long-term retention more than rereading. Roediger & Karpicke, 2006 |
| Light game elements | A clock, a debrief and a replay, without points or badges. | Heart & Stroke's 2025 guidelines consider gamified elements reasonable in resuscitation training (stated for health care professionals). Heart & Stroke, 2025 |
| One decision per screen | Short situations, one question, three options. No decorative images. | Segmenting, signalling and coherence reduce extraneous cognitive load. Sweller, 1988; Mayer, 2021 |
| Application-based assessment | The final check uses new situations (a coworker, a store, a colleague's doubt), never details recalled from the story. | Testing in new contexts checks transfer, not memory of the scenario. Roediger & Karpicke, 2006 |
| A woman victim in Rescue 2 (planned) | The second rescue puts the learner in front of a female colleague, including pad placement with a bra moved aside. | Women are less likely than men to receive bystander CPR in public. The 2025 guidelines ask training to address this barrier. Blewer et al., 2018; Heart & Stroke, 2025 |
Experience architecture
Each rescue follows the same structure, so the learner can focus on the decisions instead of the interface. The two highlighted acts carry the signature interactions.
The module never says whether the victim survives. It shows what the learner's decisions gained or lost in time, which is what a bystander controls.
Signature moment
When a doubt appears, the same image drains to black and white and the clock stops. Colour returns only when the learner answers. The visual change marks the shift from acting to thinking, without any extra text.
Accessibility
The target is WCAG 2.1 level AA. Each signature interaction has an equivalent path.
| WCAG criterion | Risk in this module | Design answer |
|---|---|---|
| 2.1.1 Keyboard | A 30-compression rhythm task | Space bar input, plus a listening version: choose the right tempo among three audio rhythms |
| 2.2.1 Timing adjustable | Time pressure | The clock is simulated: no action is ever limited in real time |
| 1.2.2 Captions | Six character voices and sound effects | Captions on every voice, including sound descriptions such as [Loud, irregular gasps] |
| 1.4.1 Use of colour | Rhythm gauge and the freeze | Text always states the state: Too slow, On target, Too fast |
| 1.4.3 Contrast | Text over illustrations | A dark band behind all scene text; every text colour above 4.5:1 |
| 2.3.1 Flashes | The shock | No flash: the shock is conveyed by sound and a short message |
Visual identity
The palette is dark and muted, so the single saturated orange always means the same thing: something needs action now. Contrast ratios are measured against the background each colour is used on.
| Element | Choice | Reason |
|---|---|---|
| Typefaces | Arial bold for titles, Calibri for body text | System fonts available in Storyline and on every learner's computer; clear at small sizes |
| Illustration | “Modern Illustrated” style, generated with one shared style prompt; fictional people; no blood or distress close-ups | Shows a medical emergency without graphic realism, and stays consistent from one scene to the next |
| Composition | Key action in the upper 55% of each image; top-right corner kept free | The text band covers the lower part and the clock sits top right |
| Two worlds | Dark screens for the rescue, light screens for practice and debrief | The learner always knows whether they are inside the story or stepping back from it |
| Interface | Storyline player hidden; navigation inside the scene | Nothing on screen that does not belong to the situation |
Measurement
Clinical accuracy and limits
Clinical content follows Canadian sources: the Heart & Stroke 2025 guidelines, HealthLinkBC and the Canadian Red Cross. Legal content summarizes Ontario's Good Samaritan Act, 2001 and Chase McEachern Act, 2007, and is not legal advice. Places and characters are fictional.
This module raises awareness and rehearses decisions. It does not replace a certified, hands-on CPR course, and it says so on screen. Before any client release, the content is reviewed by a certified CPR instructor.
References