Mobile game applications are perceived as an appropriate solution for promoting the sustainability of learning among students due to its useful and unique characteristics. Educational mobile games is the use of mobile game applications for enhancing the learning process. Recently, this topic has been getting a lot of attention from many scholars. However, the amount of research undertaken on mobile gamification is still limited. One of the main problems that hinder the success of mobile gamification is sustainability. Designers might overlook some important factors that increase the sustainability of learning due to lack of models that covers all the essential factors to achieve this goal. Therefore, this study proposes a new model that aims to enhance the learning sustainability using mobile gamification applications. This research provides empirical evidence and explains some important factors, such as enjoyment, perceived ease of use, perceived usefulness, behavioural intention to use, efficiency and effectiveness, to facilitate the effective utilization of mobile gamification applications, and thus, will contribute in increasing the sustainability of learning effectively using mobile game applications.