This study aimed to delve into the effectiveness of Minecraft as a game-based approach in education in enhancing the performance and interest of thirty-four (34) third year higher education students with no prior knowledge of basic landscaping. Objectives include evaluating the intervention's effectiveness, measuring changes in academic performance and interest. Employing a quasi-experimental design, the Experimental Group (EG) experienced the game-based approach, while the Control Group (CG) received a conventional approach. The data collection process encompassed pre-tests, post-tests, the application of the Technology Acceptance Model (TAM), the Unified Theory of Acceptance and Use of Technology (UTAUT), and the solicitation of feedback from the students. The statistical analyses included calculations of median, mean, standard deviation, percentage distribution, and t-tests. The outcomes of the experiment involving the use of Minecraft reveal its noteworthy positive effects on academic performance. The pretest and posttest scores of students in the experimental group demonstrated substantial improvements in their understanding of the principles of basic landscaping.