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.

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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
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article

Quest: Journey Through the Lifespan: Gamified Learning for Engagement, Empathy, and Real-World Application

Rebecca Howell
European Conference on Games Based Learning
Educational Games and Gamification
article

Quest: Journey Through the Lifespan: Gamified Learning for Engagement, Empathy, and Real-World Application

Rebecca Howell
article en

Abstract

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.

European Conference on Games Based LearningVol. 19(1)
Forsyth Technical Community College (US)
Openalex Percentile: Top 32%
Educational Games and Gamification
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