%P 111-118 %I Springer Verlag %D 2015 %R 10.1007/978-3-319-25939-0₁₀ %A M.M. Ariffin %A W.F.W. Ahmad %A S. Sulaiman %O cited By 1; Conference of 4th International Visual Informatics Conference, IVIC 2015 ; Conference Date: 17 November 2015 Through 19 November 2015; Conference Code:154289 %K Cell culture; Information science, Cultural dimensions; GADEM; Game design; Game designers; Learning tool; Serious games, Computer games %T Guideline for designing an effective serious game by using cultural-based game design model %V 9429 %J Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) %L scholars6182 %X Many educators and researchers reported that computer games have bright potential to be used as learning tools in education. Computer games were reported to increase learner motivation, learner engagement and performance. However, literatures highlighted that designing and developing an effective computer games is very challenging. This paper attempts to provide a guideline for designing an effective serious game by using cultural-based game design model called GADEM. Eleven explicit serious game elements were extracted and described in the guideline. This guideline was presented according to cultural dimensions as described in Value Survey Module, as well as cultural markers and typography. The guideline could be used by both game developers and game designers. © Springer International Publishing Switzerland 2015.