The games that have existed since the dawn of mankind have been proven to have a significant effect on the development of students. A teaching resource that makes learning more permanent and retainable is educational games that are used as part of the academic process. Educational games are a fun way for students to learn. Games are used in non-game settings to motivate and engage participants through gamification. The method has been identified by researchers as a promising method to improve students' engagement, which may result in increased academic achievement. During this study, gamified learning activities are assessed for their effectiveness and engagement appeal in Tata Boga 2 courses. The study also examined which gamified learning activities students found most appealing. This study employed a sequential explanatory mixed-methods approach. The data collected and analyzed included logs, questionnaires, and pre-and post-tests. A moderate improvement in student engagement in gamified learning activities and learning outcomes was found as a result of the evaluation. A gamified learning activity targeted at Tata Boga 2 courses was evaluated for its effectiveness and engagement appeal in this study. The 21st century generation prefers learning that combines traditional models with learning through gamification and the use of technology and internet devices. As a result of the Final Test, it is evident that the control group or Control Group achieved the lowest or minimum score of 50, with an overall average score of 68.39. In contrast, the lowest score or minimum score in the experimental group or the Experiment Group, the lowest score or minimum score was 70, with an overall average score of 78.73.