One of the most important goals in today’s K-12 educational environment is improving student technological literacy as a foundational skill to obtain success in all subject areas. This study points the spotlight on the growing trend that is technological knowledge. Specifically, the researchers focused on gamification using Multimedia Courseware in an English classroom as the main topic embedded in their research. It purposively developed Mythagon, an alternative learning tool in teaching literature to Grade 10 students. The theoretical underpinning of the study was derived from Mishra and Kohler’s (2006) Technological Pedagogical Content Knowledge (TPACK) theory. This design-based research shows how the creation of Mythagon can help bring an array of learning options for high school students to receive the benefits of high-quality literature education. It was also the aim this study to validate Mythagon. This paper includes a description of the courseware making process: how the learning tool was conceptualized, how it was developed as well as a detailed description of the validation process and the results. Results of the validation showed that due to the complexity of the instrument and time element allotted for validation cannot be generalized. However, it can serve as a valuable point of reference for future studies of its kind.