Introduction
Starting from research developed on how to diversify learning methods, I explored different structures that could offer more options to students who have difficulty learning with the more traditional teaching methods currently in use.
The change is to adapt the content based on the activity being carried out, expanding the sessions with students to three different learning methods.
These methods include the use of:
- learning games
- group exercises
- pre-recorded video
- facilitating peer-to-peer learning
Context
When teaching the digital part of two Interior Design courses, there are many concepts, software programmes and processes to show students, who must then be able to understand and use them creatively as they see fit to develop the material they need for their projects.
The sessions I am considering are therefore of different types: classroom software lessons, workshops and seminars.
I would like to introduce this method of diversification into software teaching classes, where students struggle to follow, stay focused and many fail to appreciate the often complex and slow process of learning software. Some students have specific challenges that make traditional teaching methods difficult for them. For example, students with ADHD may find it hard to concentrate during long video tutorials or follow sequential instructions without visual breaks. Students who don’t have English as their first language might struggle to understand verbal explanations in videos but can better follow visual diagrams with clear symbols and arrows. Visual learners need to see information presented graphically rather than just hearing it explained, so diagrams provide them with the visual format they need to understand processes effectively.
I focus on neurodivergent students because inclusive education should work for everyone, not just students who learn in traditional ways. When we use only one teaching method, we exclude students whose brains work differently.
However, my proposal doesn’t disadvantage other students. It simply gives more options to everyone. Students who learn well from videos can keep using them, while others can use diagrams. Some might discover they learn better combining both methods. This way, all students have more tools to find what works best for them.
Inclusive learning
Inclusivity in digital design teaching is essential because students come from very different backgrounds – some have an artistic background, others a technical background, and still others a humanities background. This diversity can become a barrier when teaching complex software through traditional methods that favour a single learning style.
Traditional software teaching typically follows a lecture-demonstration format where instructors show commands while students try to follow along. This approach often overwhelms students without technical backgrounds, frustrates visual learners who need to see the whole process mapped out, and leaves kinesthetic learners struggling to retain information they haven’t physically practiced. As Holmes explains, “design shapes our ability to access, participate in, and contribute to the world” (EDUCAUSE, 2020), meaning our teaching choices determine who succeeds and who gets excluded. When students can’t keep up with the pace of live demonstrations or lack the foundational technical vocabulary to understand instructions, they often disengage or drop out entirely.
Students have different learning preferences – some prefer reflection and analysis, others favor practical experimentation (Alonso-Martín). Traditional teaching methods can exclude talented students who learn differently. Jääskä and Aaltonen show that game-based methods create “safe” learning environments where students can experiment without fear of failure. This diversification ensures digital learning success is accessible to all, regardless of cognitive style.
Reflection
My decision-making process arose from direct observation: I saw students frustrated during software lessons, some giving up halfway through the session, others struggling to keep up.
To validate these observations and explore potential solutions, I conducted informal consultations with departmental colleagues who teach similar technical content. This collaborative inquiry process, consistent with the reflective practice advocated by Jääskä and Aaltonen (2022) in their study of 22 university educators, confirmed that these learning challenges were not isolated to my classes but represented a systematic pattern across multiple instructors and course sections. Colleagues reported similar observations of student struggles, indicating that the issue transcended individual teaching approaches and pointed to deeper pedagogical challenges inherent in traditional software instruction methodologies.
I then decided to choose games, pre-recorded videos, diagrams and peer-to-peer learning because they are suited to the subjects I teach. Games allow experimentation without pressure, videos allow learning at one’s own pace, peer learning leverages the diversity of skills in the classroom, and diagrams provide a visual way to express a sequence of commands that can be difficult to memorise.
The main challenges I have identified include:
- Time management: Implementation requires significantly more preparation time for creating diverse materials (videos, diagrams, game elements) and increased coordination between different instructional modalities within each session
- Student resistance: Potential pushback from students accustomed to traditional lecture-demonstration methods who may perceive interactive or gamified elements as less serious or academically rigorous
A significant risk is that some students may perceive games as “not serious” or a waste of time, particularly in a professional design context where they expect formal instruction. Jääskä and Aaltonen (2022) identified this challenge in their research, noting that some students initially viewed game-based approaches skeptically. To address this concern, I plan to clearly communicate the pedagogical rationale behind each method, demonstrate how game elements directly relate to professional software skills, and gradually introduce gamified elements rather than implementing them all at once. Additionally, maintaining the connection between game activities and real project outcomes will help students understand the practical value of these approaches.
Action
I propose implementing the intervention through a modular structure in three phases for each software session (about 2 hours).
– The first phase (25 minutes) introduces the prcess showing the step-by-step process, allowing students to review complex parts at their own pace. This process will also be recorded so the students can watch it back and do it at their own time and rapresented also in schematic forms like diagrams
– The second phase (30 minutes) uses gamification – small challenges or interactive quizzes that guide the learning of software functions.
The activity will be decided based on the first part.
For example: if it’s remembering icons and processes it will turn into a quiz; if it’s using a process in a creative way it will be by using the commands learned to create something (a 3d model, an image, a gemotry…) as part of a game.
– The third phase (45 minutes) implements peer learning, where students form groups to carry out mini projects so that they can bring together the knowledge they have acquired so far in class.

The part 2 and 3 can be run together as part of a group game where they need to create something in group by collaborating using the software at the same time. This would also implement their understanding on how to wokr digitally in group and help eachother to create a workflow they will use by their own in the future.
I have decided to proceed gradually, testing one method at a time, to minimise disruption and allow for adjustments based on student feedback.
I will first introduce the 1st and 3rd phases and then the gamification phase.
When learning to use software, it is important to learn the basic commands and put them into practice with hands-on exercises.
Once the basic knowledge of the software has been acquired, we can begin to introduce the second phase, in which students participate in short quizzes and challenges to verify whether the basic concepts and new concepts introduced in class have been assimilated.
Evaluation of your process
This process has taught me that inclusivity in education requires intentionality and deliberate design. I discovered that my unconscious biases favoured students with learning styles similar to mine – predominantly visual and sequential. The research opened my eyes to the need to step outside my pedagogical comfort zone.
I learned that educational innovation cannot be improvised but must be based on solid theoretical evidence. Studying Jääskä and Aaltonen made me realise that game-based learning has documented benefits but also specific challenges that I need to anticipate.
Indicators of success would include: increased engagement measured through spontaneous participation, reduced post-class technical support requests, improvement in the quality of final projects.
I will adapt the intervention based on student feedback using the following approaches:
- Real-time observation – Testing different activities during class and monitoring how students engage with each approach
- Digital polling tools – Using Mentimeter at the end of the first block of sessions (phases 1 & 3) to gather immediate feedback
- Phase 2 quiz – Adding quizzes in phase 2 to check if students are understanding and assimilating basic concepts
- End-of-unit surveys – Asking students what worked well and what needs to be changed after each unit
- Continuous monitoring – Observing participation patterns and engagement levels throughout all sessions

This combination of immediate, ongoing, and reflective feedback will help me understand which methods are most effective and make necessary adjustments to better support different learning styles.
Conclusion
This process has made me a more reflective and critical educator of my own practices and has transformed my understanding of my role as an educator.
I realised that my position as a designer with a strong technical background unconsciously led me to favour logical-sequential approaches, potentially excluding more creative or intuitive students who learn in a different way.
Reflecting on my positionality, I recognise that the privilege of having easily learned digital tools had blinded me to the difficulties of those who learn differently. This intervention is an act of social justice because it democratises access to digital skills, reducing disparities based on cognitive styles.
I will continue to develop inclusive skills through researching, interdisciplinary collaboration, and active listening to students.
Overall I have learned that digital design is where creativity and technology meet, diversity in approaches to learning is an asset, not an obstacle to be standardised.
References
Alonso-Martín, P., Cruz-Díaz, R., Granado-Alcón, C., Lago-Urbano, R. and Martínez-García, C. (2021) ‘Variability of Higher Education Students’ Learning Styles Depending on Gender, Course, Degree and Institutional Context’, Sustainability, 13, p. 1659.
Gonzalez, O. I. (2025). Using Scaffolding, Gamification, and Self Awareness to Create Responsive UX/UI in CAD Software to Nurture Metacognition in Novice Users. Graduate Theses and Dissertations, University of Arkansas.
Jääskä, E. and Aaltonen, K. (2022) ‘Teachers’ experiences of using game-based learning methods in project management higher education’, Project Leadership and Society, 3, p. 100041.
Kim, S. (2013). Effects of the gamified class in engineering education environments. Journal of Convergence Information Technology, 8(1), 253-260.
Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time AutoCAD users. Proceedings of the 25th Annual ACM symposium on user interface software and technology, pp. 103-112.
Markopoulos, A. P., Fragkou, A., Kasidiaris, P. D., & Davim, J. P. (2015). Gamification in engineering education and professional training. International Journal of Mechanical Engineering Education, 43(2), 118-131.
MDPI (2024). Usage of Gamification Techniques in Software Engineering Education and Training: A Systematic Review. Applied Sciences, 13(8), 196.
Papadatou-Pastou, M., Touloumakos, A.K., Koutouveli, C. and Barrable, A. (2021) ‘The learning styles neuromyth: when the same term means different things to different teachers’, European Journal of Psychology of Education, 36(2), pp. 511-531.
Rhino3D.Education (2025). SudoHopper3D – Learn Grasshopper with gamification. Rhino3D Education Platform. Retrieved from https://www.rhino3d.education/courses
EDUCAUSE (2020). Inclusive Design and Design Justice: Strategies to Shape Our Classes and Communities. EDUCAUSE Review. Retrieved from https://er.educause.edu/articles/2020/10/inclusive-design-and-design-justice-strategies-to-shape-our-classes-and-communities
Frontiers (2025). Inclusive education through technology: a systematic review of types, tools and characteristics. Frontiers in Education. Retrieved from https://www.frontiersin.org/journals/education/articles/10.3389/feduc.2025.1527851/full
Learning Guild (2024). Inclusive Instructional Design Conquers Technology Barriers. Learning Solutions. Retrieved from https://www.learningguild.com/articles/inclusive-instructional-design-conquers-technology-barriers/