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DISABILITIES AWARENESS COURSE

An Immersive, Gamified Experience in Inclusive Design

Designed and developed an interactive, gamified learning experience to reframe inclusive design as a core instructional discipline rather than a compliance requirement. Built using Articulate 360, the course combines immersive simulation, narrative-driven engagement, and accessibility best practices to foster empathy, awareness, and practical design competency among instructional designers.

Context

Designed and developed independently to explore how gamification and immersive design could build genuine empathy, awareness, and competency among instructional designers creating learning experiences for diverse audiences. Inclusive learning design is often treated as a compliance checkbox rather than a design discipline this course was built to change that conversation. 

 

Theoretical Foundation:

The course integrates multiple frameworks:

  • Gamification Theory (Deterding et al.) — applying game design elements to non-game contexts to increase engagement

  • Experiential Learning Theory (Kolb) — learning through direct experience and reflection

  • Universal Design for Learning (UDL) — designing for the widest possible range of learners

  • Empathy-Based Learning Design — placing learners in perspective-taking scenarios

  • Cognitive Load Theory — carefully managed challenge and complexity design decisions & Execution

  • Compelling Narrative: The course frames the learner as an instructional designer competing to win a dream project, introducing urgency and a 10-minute completion challenge. This narrative device applies self-determination theory, autonomy, competence, and relatedness as intrinsic motivators.

Perspective Simulation:

The opening page simulates visual and auditory impairments, placing learners directly inside the experience of those they will design for. This is empathy through experience, not empathy through description.

 

Feedback Loops & Reinforcement:

Immediate feedback after each challenge, visible point tracking, and an 80% pass threshold. These elements align with Skinner’s operant conditioning principles for reinforcement and Bandura’s self-efficacy theory.

Risks Identified Early:

  • Trivialization risk: Gamification applied to sensitive topics can feel disrespectful. This was mitigated by pairing game mechanics with serious reflection moments and requiring honest self-assessment.

  • Surface learning risk: Gamified courses can reward speed over understanding. Mitigated by designing challenges that require comprehension, not memorization.

  • Accessibility paradox: A course about accessibility must itself be accessible. Mitigated by WCAG-compliant interactions throughout.                                                                                              

Built With:

  • Articulate 360, with SCORM-compliant publishing for integration with any LMS.

  • Live Course: storage.googleapis.com/soshbuckle/content/index.html#/ 

  • Impact: Serves as a replicable model for empathy-based inclusive design training

  • Demonstrates technical proficiency with Articulate 360 advanced features

  • Used as a conversation starter in guided reflection sessions on inclusive design

  • Proof of concept for gamification applied to sensitive, behavior-change content

Leadership Takeaway: Empathy can't be transferred through bullet points. It has to be designed into the experience.

Contact

I'm always looking for new and exciting opportunities. Let's connect.

123-456-7890 

Contact
Information

DIRECTOR OF LEARNING & DEVELOPMENT
Enterprise Transformation Leader

Tampa Bay Area, Florida

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© 2026 Soshane Buckle, MSc · PMP® · CPP®
Building systems that scale organizations


Location: Tampa Bay Area, Florida

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