 Chapter VII The DODDEL Model: A Flexible Document-Oriented Model for the Design of Serious Games Mark McMahon Edith Cowan University, Australia Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited. ABSTRACT This chapter proposes a document-oriented instructional design model to inform the development of serious games. The model has key features in that it promotes a theoretically inclusive approach to learning, a focus on game elements and an emphasis on documentation to provide the rigour necessary to be used as part of a broader project management model. The model defines increasingly granular stages leading to final production documentation for software development. Each design stage contains a series of iterative co-dependent elements. It is proposed that the model can form a base for prescribing and managing activities within an industry context but also as a means to teach the instructional design process for serious games within a higher education setting. A case study of the initial implementation of the model is discussed in order to contextualise it and provide a basis for future enhancement. INTRODUCTION Instructional design models are often used to guide the process of designing and developing a range of learning media. They have value in describ- ing the design process; managing the process; prescribing activities within it; communicating with the clients and other key stakeholders; and finally, teaching and conducting research about the process. There are a number of well known design models for instructional technology that have been well received and implemented in many settings. Most are influenced by the common