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In response to the need for more empirical research with respect to emotion and learning, this study provided an empirical investigation of the students’ interaction with an educational game, Heroes of Math Island, specifically designed for this study. The purpose of this study was to explore learners’ emotional states triggered during gameplay with the goal of providing critical information needed for the design of advanced learning technologies (ALTs) and intelligent tutoring systems (ITSs). The study used the design-based research (DBR) paradigm by combining exploration with design, and mixed methodologies including: pretest, intervention (gameplay), posttest, post-questionnaire, and interview. Fifteen students (seven boys and eight girls) from grades six and seven participated in this study. Findings report on heuristics of educational technology design, emotion, and learning.