Gamification is an educational approach to motivate and influence students’ behaviors in learning with the intention of achieving learning outcomes. The primary objective of the study is to examine students’ intentions to become entrepreneurs as an impact of gamification model learning in Entrepreneurship or Business Plan courses in BINUS ONLINE Learning. Data collection was carried out for 400 students who took Entrepreneurship and Business Plan courses for 1 month using questionnaires. The data was then analyzed using multiple linear regression approach. The result shows that attitude towards behavior (ATB), perceived behavior control (PBS), and subjective norms partially give positive impacts and they are significant to entrepreneurial intentions. Perceived behavioral control (PBC) is the dominant factor in forming entrepreneurial intentions for students.