Gamification is a teaching method that promotes element of game playing that can be implemented in educational environments to stimulate students interactively. Use of gamification in educational environments are aimed to attract students and encourage learning and problem-solving processes. This research paper presents an empirical study that investigated the use of gamification to improve learning motivation among Multimedia Education undergraduates at a public university in Malaysia. The data were analysed through descriptive statistics and correlation with a sample of 110 respondents. Technology acceptance model (TAM) was used to analyse students' perceptions using three variables: perceived ease of use (PEU), behavioural intention to use (BIU), and actual use (AU). Questionnaires were used as research instruments to collect relevant data through Google Forms. Findings show that gamification was considered by lecturers in the institution to have improved learning motivation among the respondents, with Kahoot as the most used gamification platform. Through the correlation analysis, the PEU variable had the highest Rvalue (0.80), indicating that students were attracted to gamification learning when it was perceived as easy to use. In general, this research presents an understanding of gamification to improve learning motivation from the perspectives of Multimedia undergraduates at the selected university.