[[abstract]]Domain-relevant skills are an important part of the creativity componential model proposed by Amabile, and are the basis of all domain achievements. In technology education, technological creativity and practical skills are closely relative to domain-relevant skills. The plentiful domain knowledge can improve creativity. That is, the creators should have domain-relevant skills to create the produces. The scope of practical skills includes technological awareness, technological literacy and technological ability. These ability indexes are also related to domain-relevant skills. Many researches apply game-based learning to teaching activities. Game can attract the learner to learn the subject knowledge actively. Computer games have many advantage to help learning, learner spend more time to solve the problems in game environment. Thus, games can improve motivation. Without a good guideline, games have many drawbacks to against learning. In designing game-based learning activities, therefore, we should prove a suitable instruction design to prevent the side-effect of the games. Self-regulated learning can acts as the scaffolding environment to design the games activities. The project develops the self-regulated game-based learning teaching modules based on the Amabile』screativity componential model. Teaching materials are designed in the on-line game. Scaffolding environment is implemented by self-regulated learning strategy to assist learning activities. The main goal of the project is to improve technological creativity and practical skills of learners.