Mixed-methods evaluation shows that gamified learning increases engagement and social-emotional learning in students.
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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Rebecca Howell (2025) studied this question.
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