This research sought to explore how teaching utilizing a marine science-related board game affected students’ motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group containing 25 students and a control group containing 26 students. The experiment was carried out over the course of 12 lessons, with various questionnaires, including a marine science learning motivation (MSLM) inventory, a marine science learning interest (MSLI) inventory, and a marine science learning achievement (MSLA) inventory, being used as the measurement instruments. The research analysed the students’ scores on these inventories using one-way analysis of ANCOVA. The main results of this research were as follows: 1) with regard to the MSLM inventory, the ‘relevance’, ‘confidence’, and ‘total score’ were significantly different between the two groups; 2) with regard to the MSLI inventory, the ‘cognitions regarding marine science’ were significantly different between the two groups; and 3) with regard to the MSLA, all of the dimensions including ‘memory’, ‘understanding’, ‘high-level thinking’, and ‘total score’ were significantly different between the two groups. Keywords: board game teaching, learning interest, learning motivation, marine education, science education.