fb Skip to main content

Educational Game Design Guide in Jordan & GCC | Geel Tech

logo

Educational Electronic Game Design: A Practical Guide in Jordan & GCC explains how to plan and build learning-focused games that are genuinely effective (not just entertaining), covering learning outcomes, game types, UX/UI, development steps, testing, and common mistakes.

What educational electronic game design means

Educational electronic game design is the process of creating a digital game where learning outcomes are built into the gameplay. The goal is to make learning measurable through interaction—practice, feedback, progression, and assessment—rather than passive reading or video-only content.

Why educational games work (when designed correctly)

Educational games can help learners:

  • Understand new concepts through interactive scenarios

  • Practice skills repeatedly with feedback (without feeling like “tests”)

  • Improve motivation and focus through progression and rewards

  • Build 21st-century skills like problem-solving and collaboration (in the right game types)

The key is alignment: game mechanics must reinforce learning, not distract from it.


Step 1: Define learning outcomes before game ideas

Start with what the learner must be able to do after playing.

Learning outcomes checklist

  • What skill/knowledge will improve?

  • What level of mastery is required (basic recall vs applied problem solving)?

  • How will the game measure success (score, level completion, accuracy, time)?

  • What “proof” can teachers/parents/admins see (reports, progress, certificates)?

Tip: If the outcome cannot be measured, it will be hard to prove the game is educational.


Step 2: Choose the right educational game type

Different learning goals need different game formats.

Common types (use-case driven)

Quiz and challenge games

Best for: recall, vocabulary, formulas, quick practice.

Puzzle and logic games

Best for: reasoning, pattern recognition, math thinking.

Simulation games

Best for: real-world decision-making (business, science labs, safety training).

Narrative/role-play games

Best for: language learning, ethics, history, social learning.

Micro-learning mini-games

Best for: short sessions, mobile-first audiences (common in Jordan & GCC).

AR/VR experiences (optional)

Best for: high-impact demonstrations (costlier; use only if truly needed).


Step 3: Design the “learning loop” inside the gameplay

A good educational game has a loop like:
Play → Feedback → Correct/Improve → Reward → Next challenge

Learning loop checklist

  • Clear objective per level

  • Immediate feedback (right/wrong + why)

  • Difficulty progression (not random spikes)

  • Rewards that reflect learning (unlock new challenge types, not just cosmetics)


Step 4: UX/UI design for educational games (mobile-first matters)

Many learners will play on mobile devices, especially in Jordan & GCC markets.

UX/UI checklist

  • Fast onboarding (first 30–60 seconds must be clear)

  • Simple navigation (Play, Progress, Settings)

  • Clear instructions that don’t interrupt play

  • Accessibility basics (readable text, contrast, sound controls)

  • Arabic/English support if relevant (and RTL readiness when Arabic UI is required)


Step 5: Content design and subject-matter accuracy

Educational games must be correct and consistent.

Content checklist

  • A content map (topics → levels → questions/scenarios)

  • Difficulty tiers (easy/medium/hard)

  • Review cycle with a subject-matter expert (SME)

  • Clear rules for explanations and hints


Step 6: Tech stack choices (engine + backend)

Engine selection (depends on scope)

  • 2D vs 3D complexity

  • Target platforms (Android/iOS/web)

  • Team capability and timeline

  • Performance needs (mid-range phones must run smoothly)

Backend (only if needed)

You may need a backend for:

  • user accounts and progress saving

  • leaderboards/classroom dashboards

  • content management (updating questions/levels)

  • analytics and reporting


Step 7: Testing and quality (especially important for kids/students)

What to test

  • Gameplay correctness (no broken levels, no unfair scoring)

  • Learning measurement accuracy (progress reflects real performance)

  • Performance (fast load, stable frame rate, no crashes)

  • Device compatibility (multiple Android devices + iPhones)

  • Offline/weak network behavior (common real-life condition)

Privacy and safety basics (important in education)

  • Collect only necessary data

  • Clear consent flows where applicable

  • Secure authentication and role-based access for admins/teachers

  • No risky social features unless moderation is planned


Step 8: Launch checklist (and what happens after)

Educational games improve after launch based on real usage.

Launch checklist

✅ Store listing assets (if mobile)
✅ Age ratings and privacy disclosures (if required)
✅ Analytics events (level start/end, retries, drop-offs)
✅ Pilot rollout (small group first)
✅ Feedback collection plan (teachers/parents/students)

Post-launch (live improvements)

  • Balance difficulty based on data

  • Add new content packs gradually

  • Fix drop-off points in onboarding

  • Improve explanations where learners struggle most


Cost drivers (without pricing)

Educational game cost depends mainly on:

  • 2D vs 3D scope

  • single-player vs multiplayer

  • backend needs (accounts, dashboards, CMS)

  • amount of content (levels/questions/scenarios)

  • analytics/reporting requirements

  • localization (Arabic/English)

  • testing scope (devices and platforms)


Common mistakes (and how to avoid them)

  • Making it fun but not educational → tie mechanics to learning outcomes

  • Too much text → teach through interaction, not paragraphs

  • No difficulty curve → plan progression carefully

  • Skipping pilot testing → release to a small group first

  • Ignoring mobile performance → optimize assets early

  • Weak measurement → define KPIs and progress rules from day one


FAQ

What’s the difference between an educational game and a normal game with “facts”?

Educational games measure learning and provide feedback loops; it’s not just adding questions to entertainment gameplay.

Should we start with a full game or a small MVP?

Start with an MVP: one learning loop, a few levels, basic progress tracking, then expand after feedback.

Do we need Arabic support for Jordan & GCC?

Often yes—many educational products benefit from bilingual support. Decide early to avoid expensive rework.

How do we prove learning impact?

Use progress data: accuracy over time, skill mastery levels, completion rates, and pre/post assessments (if applicable).


Related internal link (quiet)
Mobile App Development in Jordan & GCC

Are you looking for a

Contact Us