Learning media play a crucial role in the educational process. The use of less engaging instructional media often leads to low student interest in learning, which consequently results in unsatisfactory learning outcomes. However, technology-based learning media remain underutilized, one example being the game-based platform Kahoot. This study aimed to investigate the effect of the Kahoot game-based learning media on students' interest, motivation, and learning outcomes in Indonesian Language, particularly in descriptive text instruction. The study employed an experimental method with a quantitative approach to measure students' levels of interest, motivation, and learning outcomes, as well as to compare these variables between the control and experimental groups. The results of the independent samples t-test revealed a significance value of 0.000 (< 0.05) and a mean difference of 15.22 points between the experimental and control groups. The mean learning motivation score of students in the experimental group was significantly higher (M = 92.08) than that of the control group (M = 71.22), with a t-value of -21.94 and p < .001. Similarly, the average learning outcome score in the experimental group (M = 93.24) was substantially higher than that in the control group (M = 30.41), with a mean difference of 62.84 points. The significance value of the t-test (0.000) indicates that this difference was statistically significant. Therefore, it can be concluded that the use of Kahoot game-based learning media has a significant positive effect on students' learning interest, motivation, and academic achievement.