Aunola, Leskinen and Nurmi contended that learning motivation is an important factor for learning effectiveness.
When young people are intensely engaged in the learning process, active learning ensues.
Moreover, there are mutual influences between learners’ achievements and their learning motivations.
To achieve their goals, students would try their best to solve problems and realise a sense of achievement. Consequently, young people’s learning motivation actively enhances their intrinsic motivation and forms
a positive cycle with a sense of achievement. Game-based learning is considered an effective way to foster learning motivation.
Thus, teachers who try to achieve educational objectives could combine games and curricular contents to create
a course ware that would promote students’ learning interest. Students could also immerse themselves in the learning situation and strengthen the impression of the course content in a pleasant environment.