Conventional learning methods often fail to ignite students’ internal drive to learn, particularly in subjects requiring abstract comprehension. This study examined the impact of game-based learning on students’ academic motivation and self-efficacy through a quasi-experimental pretest-posttest control group design. A total of 40 high school students aged 16–17 were selected based on low baseline scores in both variables. Participants were equally assigned to an experimental group (n=20), which received game-based instruction using the Quizizz platform in Economics lessons, and a control group (n=20), which continued with conventional teaching methods. Results revealed a substantial increase in academic motivation scores in the experimental group, from a pretest mean of 86.15 to a posttest mean of 129.05 (ΔM = 42.90, p < 0.001), while the control group showed a slight decline (ΔM = -1.55). Similarly, self-efficacy scores in the experimental group rose from 54.75 to 82.00 (ΔM = 27.25, p < 0.001), compared to minimal change in the control group (ΔM = -0.25). The intervention successfully elevated all students in the experimental group from “low” to “moderate” motivation and self-efficacy categories, with 10% reaching “high” motivation. These findings demonstrate that game-based learning, when designed with psychological engagement in mind, offers a powerful tool for fostering internal motivation and academic confidence. The study affirms the role of digital innovation not merely as a medium of delivery, but as a strategic approach to redesign learning experiences that are both effective and empowering.