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

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.1.4214

Keywords:

Gamified learning, Developmental psychology, Empathy, Student engagement, Serious games, Cultural responsiveness

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 problemsolving
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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Published

2025-09-26