The purposes of this research were 1) to compare the English reading comprehension of Grade 9 students before and after the implementation of Gamification 2) to compare students’ motivation in learning English before and after the intervention 3) to investigate students’ satisfaction levels toward the Gamification approach. The sample selected by a purposive sampling technique which consisted of 32 students in grade 9 from Prompinit Chaiburi School in the academic year 2025. Research instruments consisted of Gamification-based lesson plans, English reading comprehension pre-tests and post-tests, an English learning motivation scale, and a satisfaction questionnaire. The descriptive statistics used for the data analysis were mean, standard deviation, and dependent samples t-test.
The results of the study were 1) The English reading comprehension of Grade 9 students significantly improved after the intervention. The mean score increased from 15.00 (
= 15, SD = 8.65) in the pre-test to 25.30 (
= 25.3, SD = 6.89) in the post-test. The post-test scores were significantly higher than the pre-test scores at the .01 level of statistical significance. 2) The students’ motivation in learning English increased from a moderate level (
= 2.98, SD = 0.46) before the intervention to a high level (
= 3.30, SD = 0.37) after the intervention, with a statistical significance at the .01 level. 3) The overall satisfaction of students toward the Gamification-based learning approach was at a high level (
= 4.39, SD = 0.74).