Educational computer games, also known as e-learning games, are slowly becoming a
part of the curriculum in secondary education. As e-learning games evolve, learning
theory has not always been consciously applied. In the development of a credit
card game for high school students, Gardner’s multiple intelligence learning
theory is consciously applied. When game-play proceeds through these broad
areas of multiple intelligences, learners have more places to look for information
and maintain engagement in the game. To determine motivation and attitude of
users who played the credit card game, a survey is given. Results showed that
the majority of students were motivated to play the game and felt it was a
positive learning experience. Overall, it is becoming more and more important to
supplement traditional education with e-learning games that engage and motivate
students.