reminded to pay more attention throughout each level 
so they can successfully pass the quiz and proceed to 
the next level.  
The Relevance of Games in Education  
Video games first emerged since the successful 
proof of concept by Physicist William Higinbotham 
in October 1958 using circuitry revolving around the 
use of resistors, relays, capacitors and transistors 
(“The First Video Game of William Higinbotham,” 
n.d.). Since then during the next decade, video games 
have seen a radical change as general computing 
became more developed and commercially viable.  
With the release of the first video game console, 
the Magnavox Odyssey the video game industry saw 
its first leap towards public interest and the industry 
began its capitalization of the at home entertainment 
system (Schilling, 2003; Williams, n.d.). Popularity 
with video games made its first big break with the 
release of the Atari 2600 in 1977 (Bellemare et al, 
2012) and the Nintendo 64 in 1996 (Schilling, 2003); 
since then video games have caught the attention of 
millions of children and families which has strengthen 
its status as a must have electronic of the modern 
household. 
Video game interaction revolves around user 
input on a touchscreen, gamepad or keyboard and 
mouse to control and perform the appropriated 
directed action desired on screen. These repetitious 
actions are fundamental in playing and through 
studies have shown to help improve motor 
functionality and hand eye coordination. The video 
game experience in particular allows gamers to 
develop perceptual and cognitive skills in many 
aspects that exceeds those of their non-gamer 
counterparts (Green and Bavelier, 2004).  
The educational games genre has yet to see their 
popularity boom, as most players tend to use video 
games as a form of entertainment rather than 
education. However, in more recent times the use of 
video games to develop educational tools has 
expanded due to the rise of affordable and accessible 
technology, especially in smart tablet devices. It 
allows them to be an effective classroom tool to help 
students learn and reinforce a variety of skills and 
knowledge (Rossing et al, 2012).  
Rewards should be given out to players for 
completing specific tasks that range from easy to 
hard. The drive to seek out higher rewards come from 
video games tendency to promote competitiveness 
amongst players and their peers. Such behavior can be 
exploited to promote higher engagement and 
retention rates as players are more likely to work to 
completing more difficult tasks if they are tempted 
with a greater reward for completion. Such rewards 
are built around how the game is developed, but 
should be meaningful so that they do not feel 
worthless. For example, giving new unlocks for 
levels, badges, medals, titles or character 
customization options are suitable rewards and can 
garnish players’ attention. 
An educational game designer should first 
thoroughly understand the contents and 
methodologies of its subject. Without a strong and 
accurate background, it would be difficult to have 
confidence in the teaching material and curriculum. 
One can then decide on the best way to represent that 
content in a meaningful way. Each dimensional 
environment (2D or 3D) has its own strengths and 
weaknesses, one being more immersive through 
freedom of a three-dimensional world, but more 
heavy on hardware taxing reducing the potential 
adoption of low end system players. While the other 
is less engaging through a lack of connection that is 
brought in from a two-dimensional world, but then 
also allows a wider adoption due to less hardware 
constraints. 
Following a teaching structure that is similar to a 
classroom curriculum will help build a path of content 
that is easy to grasp in the beginning and later 
becoming more difficult. Progressively expanding the 
content allows players to start off with the basics and 
slowly move up to more in-depth and complex 
concepts, giving them a natural curve of increasing 
knowledge.  
2 RunJumpCode GAME DESIGN 
RunJumpCode is a 2D platformer with basic left, right 
jumps & gravity idea. It was adopted from Super 
Mario Bros. (Pedersen, Togelius, and Yannakakis, 
n.d.) due to its high success rate (Ryan, 2011; Chen 
2011), simplicity and level of entertainment. User 
have to learn theory, solve problems and apply 
learned knowledge in order to progress through the 
game (Baghaei, 2016).  
Once launched, the player is taken to the main menu 
where items are clear and easy to understand. The 
idea behind the simplicity is so that the players on a 
broad age group will be able to figure out the 
workings of the Graphical User Interface (GUI) with 
minimal effort. And since this is the user’s first point 
of contact with game and as a first impression, it was 
imperative for the design to be cluster free and easily 
understandable. 
RunJumpCode was developed with a diverse age