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.
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Alicenap et al. (2026) studied this question.
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