The transition from the pandemic period to normal again requires adaptation to habits, one of which is in learning, which was previously carried out online, now the learning model is offline again. Students are accustomed to using gadgets in their daily lives. Even in the current conditions, although the situation returns to its original state, adaptation is needed, one of which is in the learning model and making learning media to support teaching and learning activities. Therefore, in this study we propose the idea that the application of gamification in mobile learning using Case Based Learning is expected to make it easier for students to understand the material, increase students' competitive spirit, and motivate students to learn. This research uses ADDIE which is an acronym for Analyze, Design, Develop, Implement, and Evaluate. The trial was carried out by material and media tests, small group tests, and field tests. Data analysis in this study used descriptive statistical tests and qualitative analysis. On the results of the UEQ questionnaire test, the Attractiveness scale obtained a score of 1.60, the Perspicuity scale obtained a score of 2.00, the Efficiency scale obtained a score of 1.61, the Dependability scale obtained a score of 1.00, the Stimulation scale obtained a score of 1.14, and the Novelty scale obtained score 0.90. Based on the results of the UEQ questionnaire testing, the design improvement solution obtained a positive score and showed improvement compared to the initial evaluation. The development of mobile learning apps is expected to be a source of mathematics learning materials that are practical in nature and can be used anytime and anywhere by students.