Project Overview

The Academy for Tobacco Prevention is a comprehensive, multi-platform teaching resource created in partnership with Alberta Health Services and the University of Lethbridge. It was implemented to modernize the existing tobacco prevention curriculum for students in grades 4-6.

As an instructional designer on this project, I was responsible for the end-to-end design and development of the interactive curriculum. My work included translating educational goals into engaging lessons, designing all graphic assets and infographics, and building the final interactive experience using Articulate Storyline. I also created the games and interactive engagements, ensuring all content was optimized for multi-platform use.

TL;DR

As a key Instructional Designer for The Academy for Tobacco Prevention, I created gamified lessons using Articulate Storyline to modernize an outdated curriculum. My work not only led to high student engagement and a 93% average quiz score but also helped students develop a more empathetic and analytical perspective on tobacco use.

Timeline

Dec 2015 - Mar 2022

Team Size

4 People

Client

Alberta Health Services (AHS)
Alberta Quits

AHS is Canada's largest province-wide healthcare system. This project was commissioned by Alberta Quits, the organization's dedicated program for tobacco and smoking cessation.

University of Lethbridge
Faculty of Health Sciences

The University of Lethbridge's Faculty of Health Sciences was a key collaborator on the project. The Nursing Program, led by Professor Kathy Haight, was responsible for starting the program in junction with Alberta Quits, and for distributing it in classrooms as part of its commitment to evidence-informed community health education.

Role

Graphic / Visual Designer
Learning Experience Design (LXD)
Lesson Coordinator
Gamification Strategy and Development
Instructional Design

Link

AHS Tobacco & Vaping Resources for Teachers Website

Example E-Learnings and Games

Here are selected lessons and learner engagements I designed for The Academy. Classroom-ready e‑learning modules, interactive games, and supporting resources crafted to engage students and reinforce key health concepts.

Academy Lesson Example G6L4

The Academy Lesson Example

Full lesson from Grade 6 Lesson 4

Academy Lesson Example G6L4

Self Esteem Booster Game

A game for the module on refusal skills and self esteem

Academy Lesson Example G6L4

Cost of Smoking Slider

An activity made for the kids to see a visual of the monetary cost of smoking.

Results

The gamified tobacco education program transformed health education delivery, achieving exceptional engagement rates and demonstrating the power of interactive learning to change student perspectives and behaviors.


93%

Average Quiz Score

Achieved by over 200 students across all participating classes

1,000+

Total Playthroughs

Interactive games drove high engagement

200+

Students Impacted

Across dozens of classrooms with sustained implementation

Dozens

Classrooms Adopted

Positive teacher feedback and easy implementation

Quantitative Results

The program achieved an average quiz score of 93% from over 200 students. The interactive games logged over 1,000 total playthroughs, demonstrating sustained engagement.

Qualitative Results

Student feedback showed that engaging with the gamified content was a significant deterrent to future tobacco use and helped them think analytically about the subject, proving that interactive learning can effectively change perspectives.

Case Study

This case study provides a detailed look at the end-to-end design and development of the Academy for Tobacco Prevention. It demonstrates how a modern, user-centered approach to learning can transform an outdated curriculum into a highly effective educational resource.


1

Situation

Modern Risks, Dated Data

The previous curriculum for youth tobacco prevention was a well-designed resource created by skilled professionals. However, as new forms of tobacco products and social understanding emerged, the content and delivery methods needed to evolve. The project was an opportunity to modernize the curriculum to address current risks and engage students in a way that resonated with their digital-first world. The four-week curriculum for students in Grades 4-6 meant that information retention was a constant consideration, highlighting the need for a more engaging and memorable teaching method.

My superior and project lead, Kathy Haight of the U of L Nursing Faculty, articulated the central challenge: "The resources that I was using to teach my students were developed in 2003, so they were very dated. So much happens in the tobacco industry in terms of both the production of tobacco products and also the legislation associated with their use. The print-based resources were really outdated and when we talk to nursing students about having current evidence, it was a contradiction to be using these resources.”

Core Challenges
  • Content Delivery Modernization
  • Engagement Gap
  • Need for Modern Resources
Page of the Previous Curriculum
2

Task

Reimagining the Experience

My objective was to lead the development of a brand new, multi-platform curriculum. This project wasn't just about updating information; it was about transforming a dated, passive learning experience into a highly interactive and memorable one for students in Grades 4-6. The core task involved designing a cohesive, gamified resource that would captivate students and support long-term information retention over a four-week period. The final product had to be a comprehensive package, including a compelling narrative, interactive games, a consistent visual design across all platforms, and a supplementary print component for classroom use. The ultimate objective was to change the learning experience from a static lecture into an engaging adventure that students would remember.

Key Tasks
  • Designing an interactive, multi-platform curriculum.
  • Transforming content into captivating narratives and lessons.
  • Creating an intuitive resource for seamless teacher deployment.
  • Developing a supplementary, print-based card game.
Sketching on paper
3

Action

Designing for Engagement

My role on this project was to take the pre-designed elements and develop them into interactive e-learning lessons. My process was a direct response to the need to make the content engaging and memorable for a grade 4-6 audience.

My Workflow
  • Analyze and Define: I started by receiving the raw lesson material and comparing it to the existing, outdated curriculum. I focused on understanding the core learning outcome of each lesson and clearly stated that objective to ensure every interactive element served a purpose.
  • Design and Storyboard: Before building, I would develop the final quiz for the lesson. By creating the assessment first, I could backtrack through the content to make sure every topic was being taught and reinforced. From there, I'd separate the lesson material into logical sections, creating natural breaks that served as knowledge testing gates disguised as fun, engaging activities to ensure students were grasping the concepts as they progressed. I then created a storyboard to add intrigue and weave the "Shadows of the Academy" narrative into the lessons, turning a simple content delivery into a compelling story.
  • Visual Development & Integration: While the core "Shadows" assets were pre-existing, I was responsible for designing all the visual elements outside of that theme. This included creating graphics for substances and devices, as well as the layouts for all the screens. I had the creative freedom to design the layouts, working closely with healthcare professionals to ensure accuracy and with educators to guarantee the visuals were age-appropriate. I took all of these assets and used my skills in brand management to build a recognizable and cohesive style for the e-learning courses.
  • Building Interactive Experiences: The real challenge was to translate abstract learning objectives into engaging gameplay. For example, in a module about different tobacco substances and devices, I designed a matching game. The students had to correctly match items to their names to unlock the next section, which put those items in real-world scenarios. This ensured the students had a foundational understanding before moving on to more complex topics. In another lesson, we focused on teaching students how to talk about tobacco use with compassion. I designed a word-cloud game where students had to identify positive and empathetic words to use in conversation. This then led into a role-playing game in Storyline where they could practice those positive communication skills.
  • Iterate and Refine: Once a lesson was built in Articulate, the team would test and review it. We also conducted pilot classes to gather feedback directly from the students. This iterative process was crucial for gauging engagement and ensuring the lessons were perfectly tailored to each grade level.
Key Highlights
  • Cohesive Narrative: Established a compelling, overarching storyline.
  • Integrated Gamification: Designed game mechanics that were essential to learning.
  • Visual Design: Created all graphic assets and infographics from scratch.
  • eLearning Authoring: Built all interactive modules and games in Articulate Storyline.
  • Agile Development: Worked iteratively with experts to ensure accuracy and quality.
Stack of books Action content image 2
4

Result

Measurable Impact & Success

The program achieved exceptional results that exceeded all expectations. With an average quiz score of 93% from over 200 students and more than 1,000 total game playthroughs, the interactive approach proved highly effective. The success of the gamified learning model demonstrates that interactive, game-based education could deliver both high retention rates and effectively change learner perspectives on critical health topics.

Key Highlights
  • High Impact & Retention: 93% average quiz score and 1,000+ total playthroughs.
  • Behavior & Perspective Shift: Successfully influenced analytical thinking about tobacco use.
  • High Teacher Adoption: Overwhelmingly positive feedback and easy teacher-led implementation.
  • Foundational Educational Model: Demonstrated effective gamified learning for health education.
Quantitative Results

The program achieved an average quiz score of 93% from over 200 students. The interactive games were a key part of this success, logging over 1,000 total playthroughs.

Qualitative Results

Feedback from students showed that engaging with the gamified content was a significant deterrent to future tobacco use and helped them openly and confidently discuss these topics. The success of the gamified learning model demonstrates that interactive, game-based learning could not only deliver high retention rates for critical information but also effectively change learner perspectives.

Teacher Feedback & Adoption

The program received overwhelmingly positive feedback from educators, who noted the seamless teacher-led implementation and the ease with which it effectively kept students' attention. This led to a successful rollout and sustained use across dozens of classrooms.

Grade 4 Lesson 3: Interactive eLearning module screenshot

Grade 4 Lesson 3

Role Models Game: Interactive learning activity for Grade 4

Role Models Game: Students identify positive influences and healthy decision-making skills.

Grade 5 Lesson 2: Gamified content demonstrating engagement and learning outcomes

Grade 5 Lesson 2

These interactive modules showcase the final eLearning experiences that drove student engagement throughout the program.