Here consider how you engaged in the Learning Outcomes and the Stages of Project Planning:
Looking back on this project, I feel proud of what Polly and I accomplished and how much we both grew through the experience. What started as a creative idea became a meaningful exploration of how design can support mental health awareness within our community.
One of the biggest lessons I learned was how to balance creativity with purpose. Early on, I focused mainly on making the game fun, but as we progressed, I realized that the real impact came from how each scenario encouraged reflection and empathy. Many players said that the “Life Cards” helped them think about their own habits like staying up too late or not taking breaks and how those small choices affect well-being. Hearing that feedback made me realize our game achieved something more than entertainment; it sparked honest conversations about self-care and stress.
Working with Polly taught me a great deal about collaboration and shared leadership. We both had strong ideas and different creative strengths. Instead of competing, we divided roles she focused on design and visuals while I developed the rules and scenarios. There were moments when we disagreed, but through discussion, testing, and feedback, we learned to compromise and make decisions together. This process helped me meet the CAS learning outcome of working collaboratively with others, as I developed patience, communication, and respect for different viewpoints.
Through this project, I also learned what it truly means to initiate and plan a CAS experience. From the start, I created a timeline, organized research, identified resources, and set up playtesting sessions. Managing each stage investigation, preparation, action, and reflection required persistence and adaptability. When obstacles appeared, such as unclear rules or unbalanced gameplay, I had to revise my plan and problem-solve creatively. This taught me how careful planning and flexibility work hand in hand to make a project successful.
The most meaningful aspect of this project was how it allowed me to engage with an issue of global significance: youth mental health. According to the World Health Organization, mental health challenges are among the leading causes of illness and disability for young people worldwide. By designing MindQuest, I was able to explore how these global issues also appear in our local school community through stress, pressure, and lack of awareness. The game became a way for students to reflect on their emotions and learn coping strategies in a relatable, supportive way.
This CAS experience showed me that addressing global issues doesn’t always require large-scale initiatives sometimes, it begins with creative ideas that start local conversations. By combining design, empathy, and education, I realized that I could make a small but meaningful contribution to a much larger global dialogue about well-being.
Overall, this project strengthened my confidence as a learner and leader. It reminded me that creativity can be a form of service, collaboration builds stronger ideas, and thoughtful planning turns inspiration into impact.