數位遊戲式學習是一種支援學習過程的工具,因為它具有實現學習目標的教育原則 和目的。數位遊戲式學習為學生提供了新的學習體驗和刺激。本研究旨在調查和探討使 用閱讀遊戲式學習在 EFL 課堂上(尤其是對高中生)的學習經驗和學習成效。 有 25 名來自 PIRI 日惹高中的學生被選為研究對象。在這項研究中,探討了學習經 驗和遊戲式學習(成就、挑戰、引導、沉浸、趣味和娛樂),學習成效以及學生對閱讀 遊戲的看法。本研究使用混合方法作為研究方法。訪談的目的是探討學生對閱讀遊戲式 學習的看法。研究結果表明,學生在遊戲中沒有顯著的學習經驗,但學生擁有正向的看 法,且學習成效有所增加。;Digital game-based learning is a tool to support the learning process since it has educational principles and purposes to achieve the goal of learning. Digital game-based learning gives the students a new experience and stimulus of learning. The present study aimed to investigate and explore the effectiveness of learning experience and learning outcomes using Reading GameBased Learning for EFL classroom, especially for senior high school students. There were 25 students of senior high school PIRI Yogyakarta selected to be the participants of the study. In this study, the learning experience and game-based learning (accomplishment, challenge, guided, immersion, playfulness, and enjoyment), the learning outcomes, and the students′ perceptions about the reading game were investigated. This study used a mixed-method as a research methodology. The interview was conducted to explore the students′ perceptions about reading game-based learning. The result showed that there was no significance between the students′ experience with the game, but the students had a positive perceptions and the learning outcomes increased.