Abstract: Game may help those who play to acquire spiritual and cognitive skills. Acquiring these spiritual and cognitive skills stems from educational power of game because game educates while it is being played. It has a certain purpose. Persons try various ways for achieving this purpose. Each way experienced teaches persons’ new things. Thus, the game may help to acquire spiritual and cognitive skills. Variety of game has increased by technological advancement. The first thing that comes to mind is digital games anymore. Such an increase in digital games seems to decrease concern of students for lessons. Associating lesson with game is aimed in this study in order to turn this situation into advantage. Thus, it has been considered that motivation and education of students would be easier. A model application has been created for this. Mathematics has been selected for this application which is the most difficult lesson for students. A game has been designed by the software named Scratch which was developed by Massachusetts Technology Institute (MIT). The game designed includes four operations. The game starts with addition, subtraction, multiplication or division that is chosen by student. Fishes with different colors drop according to the operation selected. Penguin eats these fishes dropped. Student is required to give correct answer to the operation asked in order that penguin eats the fish. Therefore he/she may increase the total point as score. Thanks to this application it has been seen that concern of students for lessons was increased and education became easier. Furthermore, total points may feedback teacher regarding to what extent the students comprehend the operation selected. These examples may be raised and brought in compliance with all lessons.