Journal of ICT in Education (JICTIE) ISSN 2289-7844 / Vol. 6 / 2019 / 28-36 28 The Development Process of Awang Sains 2D Digital Mobile Game Mohd Radhi Md Shukri 1 , Shamsul Arrieya Ariffin 2 1 Faculty of Art, Computing and Creative Industry, UPSI; morashu@yahoo.com 1 Faculty of Art, Computing and Creative Industry, UPSI; shamsul@fskik.upsi.edu.my Abstract This article presents the process of the development of a 2D digital mobile game; Awang Sains. The game has been developed based on features that have been identified, and will be tested for its heuristics – usability, mobility, playability, learning content, local content, language and aesthetics. Fifteen experts were selected to play and then test and evaluate the game. The objective of this game is to use it in teaching and learning Science year 4. The study used design and develop research (DDR) embedded with the ADDIE model (analysis, design, develop, implement, and evaluate), based on pedagogy and the instructional need to make the software meaningful with the ability to help pupils master Science subjects. Keywords: 2D digital mobile game, heuristics, ADDIE. INTRODUCTION Game based learning is described as a game involving specific mechanisms that are appropriate to the situations and problems of learning and that, in addition to featuring teaching, must focus on learning goals (Kovačević, Minović, Milovanović, De Pablos, & Starčević, 2013; Lester et al., 2014) . Digital game based learning is widely used in order to enhance the learning process and has gained a place in Malaysia (Zaibon & Shiratuddin, 2009). Digital games that incorporate the concept of education and entertainment are also seen as a new innovation that may bring pleasure to pupils during the learning process (Hussain, Tan, & Idris, 2014). The benefits of using digital games in the classroom have proven their effectiveness, particularly in terms of the positive impact on the teaching and learning process (Klopfer, Osterweil, Groff, & Haas, 2009; McClarty et al., 2012; Mohamad & Woollard, 2010; Prensky, 2003). Nowadays, most digital games are played on the mobile phone platform because the use of these mobile devices provides a new learning atmosphere. Pupils can learn wherever they are (Kim, Rueckert, Kim, & Seo, 2013). Mobile phones have become a popular tool in daily life, and are used for a variety of purposes, such as communication, medicine, learning, and even business (Hussain, Abbas, Abdulwaheed, Mohammed, & Abdulhussein, 2015). https://doi.org/10.37134/jictie.vol6.3.2019