Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design for DGBL software. The author also identify and discuss elements of the motivation model which are adopted from ARCS Model and game features from History Multimedia Interactive Educational Game (HMIEG) for History learning. A motivation design model for DGBL software is presented, which can be employed as an efficient and effective tool for promoting learning process. At the end, the analysis of testing results of DGBL software as teaching and learning tools is also reviewed.