The project is an inquiry to design educational games to transfer information, propose a framework to design educational games which address the needs of students and pique the curiosity of the learners, and also teach the players how they can apply their learning beyond the boundaries of the digital realm in the game. The process was to understand the context of the company and its place in the educational technology industry and develop games that can foster effective learning. The project explored the concept of going beyond the boundaries of the game system by building in transference and repetition. Transference is where the game teaches the player learning goals that one can comprehend and apply later, on a worksheet or in the real world. Repetition is the act of practicing or mastering previously gained knowledge in multiple contexts. This was explored by designing three games- How to teach children to read the analogue clock, Practicing the Digraphs, and Growing your Vocabulary.
Keywords: child development, educational technology, game design, play design, user research