Quest: Journey Through the Lifespan: Gamified Learning for Engagement, Empathy, and Real-World Application
Quest: Journey Through the Lifespan, an interactive simulation from McGraw-Hill Education, was integrated into acommunity college developmental psychology course to examine its impact on engagement, conceptual understanding, andsocial-emotional learning. Across 14 narrative-based quests, students navigated authentic dilemmas tied to lifespan stages—ranging from infancy and middle childhood to late adulthood—while making choices grounded in psychological theory. Amixed-methods evaluation included quantitative surveys (N = 42) and qualitative thematic analysis of student reflections.Survey results indicated that 88% of participants reported increased engagement, 89% reported strengthened understandingof course concepts, and 92% recognized the game’s relevance to everyday life. Thematic analysis revealed recurring patternsof embodied perspective-taking, empathy-driven decision-making, identity and culture reflection, and practical problemsolvingtied to developmental milestones. Students frequently linked in-game scenarios to personal experiences, challengedstereotypes, and proposed real-world solutions to character dilemmas. Findings position Quest as a culturally responsive,narrative-rich tool that fosters both academic mastery and critical engagement with human development. Purposefulintegration of game-based learning can bridge abstract theory with lived experience, enhancing cognitive, emotional, andsocial learning outcomes in higher education.
Authors
- Rebecca Howell
Institutions
- Forsyth Technical Community College (US)
Publication Details
- Journal
- European Conference on Games Based Learning
- Published
- 2025-09-26
- DOI
- https://doi.org/10.34190/ecgbl.19.1.4214
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00