Make the shortcut tempting.
Transfer is narrow. A mission has to practice the minute someone wants to skip the check.
Barnett and Ceci showed that transfer is narrow. People do not automatically carry a skill from the lesson into a situation that looks different. A compliance video that states the rule does not practice the minute the line is behind and someone wants it done now.
Serious-game reviews, including Wouters and colleagues in 2013 and Clark, Tanner-Smith and Killingsworth in 2016, find an advantage when the game is the practice, not a wrapper around a lecture. FlowForge is that bet for the workplace. The orange lane is shorter. The fault is already sitting on one of the paths. Skipping feels like catching up. The check costs a few beats and clears the fault before the token passes.
Play it on the FlowForge page. The question at the end is the design brief: what should the mission let them practice? The minute the shortcut is tempting, not the policy wording.
Sources: Barnett, S. M., & Ceci, S. J. (2002). When and where do we apply what we learn? Psychological Bulletin, 128(4), 612–637. doi:10.1037/0033-2909.128.4.612 · Wouters, P., et al. (2013). Journal of Educational Psychology, 105(2), 249–265. doi:10.1037/a0031311 · Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Review of Educational Research, 86(1), 79–122. doi:10.3102/0034654315582065