After the learning activity, ANCOVA was used to compare the students’ mathematical learning motivation by excluding the impacts of the pre-questionnaire ratings. Table 4 shows the ANCOVA result. The adjusted means of experimental group A, experimental group B, and the control group were 3.78, 3.56, and 3.22, respectively; moreover, the learning motivations of the three groups had significant differences, with F = 3.87 (p < .05). By applying pairwise comparisons, it was found that experimental group A had significantly higher learning motivation than the control group, while no significant difference was found between the two experimental groups or between experimental group B and the control group, implying that the game-based learning approach could better enhance the students’ motivation of learning mathematics than traditional instruction.