This paper aims to investigate how a gamified learning approach influences science learning,
achievement and motivation, through a context-aware mobile learning environment, and
explains the effects on motivation and student learning. A series of gamified learning activ-
ities, based on MGLS (Mobile Gamification Learning System), was developed and imple-
mented in an elementary school science curriculum to improve student motivation and to help
students engage more actively in their learning activities. The responses to our questionnaire
indicate that students valued the outdoor learning activities made possible by the use of a
smartphone and its functions. Pre- and post-test results demonstrated that incorporating
mobile and gamification technologies into a botanical learning process could achieve a
better learning performance and a higher degree of motivation than either non-gamified
mobile learning or traditional instruction. Further, they revealed a positive relationship
between learning achievement and motivation. The correlation coefficient for ARCS dimen-
sions and post-test shows that the ARCS-A (attention) is greater than ARCS-R, ARCS-C and
ARCS-S. This means that the attention (ARCS-A) of this system is an important dimension
in this research. The results could provide parents, teachers and educational organizations
with the necessary data to make more relevant educational decision