The objective of this research was to ascertain the optimal construction of design elements independent of learning content, such as colour, sound, the number of items collected, and speed, in educational games. The study involved a voluntary sample of 7th-grade students. Four distinct versions of an educational game designed to teach fractions were developed, each featuring a unique combination of auditory, visual, and interactive elements. While these variations differed in terms of their audio, visual presentation, number of addable items, and pace, they all retained the same core educational content. The students were randomly assigned to groups and completed a pre-test on fractions using tablets. Subsequently, the participants engaged with the game and completed a post-test, which assessed their knowledge, cognitive load, and flow experience. The findings indicated that background music increased cognitive load but enhanced achievement and cognitive process. Faster gameplay reduced student achievement and cognitive load but supported flow experience. An increase in the number of collectible items had a negative impact on achievement scores and raised cognitive load, but did not affect flow experience Regarding colour, games with pale colour palettes were associated with higher achievement scores and better flow experiences compared to vivid colour designs, although colour did not substantially affect cognitive load. These results offer insights into optimizing multimedia design features in educational games to better balance engagement and learning efficiency.
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