Malaysian society, including students who use technology in their daily lives, have made technology a necessity. Among the media technologies that have a place in students’ hearts are serious games, convey information, emphasizing learning and not entertainment. A serious game is capable of creating self-directed active learning. In this study, the authors analyzed the key features of serious games that encourage learning in an academic environment. However, not many software specializes in problems for slow-reading students. This study aims to establish the elements used in in-game application software and the approaches and strategies used to develop a serious game design conceptual model for such students based on the acquired elements. The elements were obtained through two methods, i.e., systematic literature review and preliminary studies. This work identifies 48 potential studies in 2009-2020, using various well-known digital libraries. The analysis of the selected documents applying the inclusion criteria resulted in 12 articles used to design serious games. This study integrates brain-based learning strategies into game and learning components. This serious game conceptual model expects to provide a meaningful learning experience for those children who are left behind to achieve their learning goals and increase their motivation to stay excited in learning.