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Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used specifically to design a persuasive game for educational use. This paper provides a theory-driven framework to guide gaming and instructional designers, instructors, and educational researchers through the process of persuasive game design in education. This framework was developed based on multiple theories in learning, motivation, physiology, communication, human-computer interaction, and other related fields.