Digital Game Design as an Educational Material in Distance Education Systems

Technological innovations in education have enabled the use of computer games for pedagogical and andragogical purposes, paving the way for theoretical and applied research in this field. This study aims to develop a digital game, Papirüs, as educational material for use in distance education processes, and to create a workflow diagram intended to support reuse and adaptation by researchers, designers, and educators working on educational game design. The Effective Learning Environment, Flow, Motivation (EFM) Educational Game Design Model was adopted as the methodological framework. In the visual design phase, graphic components were developed by applying emotional design principles concerning form and color, while Bob Bates’ digital game design principles guided the development process. The study produced a systematic workflow diagram that operationalizes the EFM model by linking its educational and motivational components to documented gameplay, structural, and visual design decisions. The workflow is a design-based contribution; the resulting prototype has not yet been evaluated with representative end users.

Authors

Institutions

Publication Details

Journal
The International Journal of Visual Design
Published
2026-10-05
DOI
https://doi.org/10.18848/2325-1581/cgp/a185
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Digital Game Design as an Educational Material in Distance Education Systems

Remzi SAN, Çiğdem Taş Alicenap
The International Journal of Visual Design
Educational Games and Gamification
article

Digital Game Design as an Educational Material in Distance Education Systems

Remzi SAN, Çiğdem Taş Alicenap
article en

Abstract

Technological innovations in education have enabled the use of computer games for pedagogical and andragogical purposes, paving the way for theoretical and applied research in this field. This study aims to develop a digital game, Papirüs, as educational material for use in distance education processes, and to create a workflow diagram intended to support reuse and adaptation by researchers, designers, and educators working on educational game design. The Effective Learning Environment, Flow, Motivation (EFM) Educational Game Design Model was adopted as the methodological framework. In the visual design phase, graphic components were developed by applying emotional design principles concerning form and color, while Bob Bates’ digital game design principles guided the development process. The study produced a systematic workflow diagram that operationalizes the EFM model by linking its educational and motivational components to documented gameplay, structural, and visual design decisions. The workflow is a design-based contribution; the resulting prototype has not yet been evaluated with representative end users.

The International Journal of Visual Design
Anadolu University (TR)
Openalex Percentile: Top 4%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.