Abstract
Quest: Journey Through the Lifespan, an interactive simulation from McGraw-Hill Education, was integrated into a community college developmental psychology course to examine its impact on engagement, conceptual understanding, and social-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. A mixed-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 understanding of course concepts, and 92% recognized the game s relevance to everyday life. Thematic analysis revealed recurring patterns of embodied perspective-Taking, empathy-driven decision-making, identity and culture reflection, and practical problem-solving tied to developmental milestones. Students frequently linked in-game scenarios to personal experiences, challenged stereotypes, 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. Purposeful integration of game-based learning can bridge abstract theory with lived experience, enhancing cognitive, emotional, and social learning outcomes in higher education.
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Howell, R. (2025). Quest: Journey Through the Lifespan: Gamified Learning for Engagement, Empathy, and Real-World Application. In Proceedings of the European Conference on Games-based Learning (Vol. 19, pp. 414–419). Dechema e.V. https://doi.org/10.34190/ecgbl.19.1.4214
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