Visualization is an important skill for all students majoring in natural sciences. Gamification positively affected the cognition of the respondents and boosted their motivation to draw and improve upon their drawing skills. There was a statistically significant difference between gamified and non-gamified approaches for teaching drawing. The implementation of gamification stimulated the interest of the respondents in drawing, thereby engaging and motivating them to improve their drawing skills. The collected quantitative data were analysed using SPSS version 16.0. The respondents’ scores on both non-gamified and gamified tasks were compared using a paired sample test and independent sample t-test. Purposive sampling was used to select the one hundred Senior High School students from Ghana who participated in the study. A quasi-experimental design was implemented and a questionnaire was used to collect data, with a five-point Likert scale. This research implemented gamification for home economics students as an instructional strategy in the teaching and learning of drawing and evaluated its impact on the students’ drawing skills. In visual art education research, utilizing game elements within a non-gamified setting (gamification) has become of great interest, as it can directly increase motivation to learn drawing and therefore activity in learning to draw. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. The engagement and motivation of students in drawing activities are of great importance to their learning processes.