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Abstract
Consider the seamless way video games guide players through a world they’ve never seen, teaching them rules, mechanics, and strategies without a word of instruction. What if our courses worked the same way? This presentation explores how principles of spatial level design and game development can transform curriculum design, creating online learning environments as engaging and intuitive as the best games.
For students, online courses can feel like a maze — disjointed and overwhelming. Students navigate hours of content alone, tackling high-stakes assessments at a rapid pace, often in the fleeting hours of their evenings. They get lost in complexity, stuck on tough questions, or fall behind due to poor time management. Frustration sets in, and interest fades.
In games, every space is intentional. Levels guide players through challenges, build their skills, and lead them to mastery—all while keeping them immersed. A well-designed course can do the same: guiding students through objectives with clarity and momentum. Game developers rely on iterative design, starting with rough prototypes and refining based on feedback. Faculty can adopt this approach, evolving courses with each semester of student feedback.
“World 1-1” from Super Mario Bros, for instance, is an iconic level that introduces every key mechanic the player will need later, in a simple, accessible design. Courses can do the same: an early assignment mirrors the final project; a discussion board is used to introduce students, then used to explore a dense text. In adventure games, breathtaking vistas inspire players to move forward while subtle “pinch points” reorient them when the path becomes unclear; courses can similarly balance exploration with structured guidance to keep learners motivated with the use of clear objectives.
Faculty attending this session will gain actionable strategies to:
· Prototype Courses with Blockouts: Focus on structure and pacing before worrying about the details.
· Create Learning Vistas: Use clear objectives and examples to give students a vision of mastery from the start.
· Balance Tension and Release: Design activities and assessments that alternate between challenge and reward.
· Chunk and Scaffold Content: Break learning into manageable steps, building toward mastery in a natural, engaging way.