摘要: There have been many experiments being carried out in recent years by educators and designers the digital narrative areas which engaged children progressively story environment order to ensure that experience is fun enjoyable while maintaining educational values (Robertson & Good, 2005). However, with research place, demand more focused on engagement enjoyment learning playing environment. The intention of this study look into children’s a 3D find their likes dislikes based experience. This focuses specifically how interact Quest Atlantis seeks identify participants' level applying combination Intrinsic Motivation Inventory (IMI) instrument (Ryan, 2006) smileyometer (Read, MacFarlane, Casey, 2002). Engagement was measured time related factors as well observation each participant’s facial expression. Data sources used include questionnaire, interview content, observational notes, records mixed method qualitative quantitative approaches employed for analyzing data. Findings showed general, there high demonstrates terms interest, enjoyment, perceived competency choice. Perceived choice reported positive low degree pressure tension. duration data also highlevel among participants study. Facial expression observed from supported results analysis responses provided some interesting points about features. In paper, implication design, features, IMI scale findings will be discussed.