Aqidah Akhlak learning plays an important role in shaping students' faith, attitudes, and character. However, its implementation still tends to focus on the cognitive aspect, so that the development of the affective domain is not optimal. In addition, the use of less varied learning methods can reduce student motivation and engagement. This study aims to explore students' affective experiences in using Kahoot! gamification in Aqidah Akhlak learning and analyze the influence of the competitive element on the internalization of spiritual values. The study used a qualitative case study approach involving 28 seventh-grade students of MTs Al-Ma'arif as participants. Data were collected through learning observations, documentation of Kahoot! game results, and written reflections. Data validity was carried out through triangulation of techniques and sources, while data analysis used thematic analysis. The results showed that Kahoot! was able to increase students' enthusiasm, learning motivation, active participation, and emotional involvement. The competitive element elicited various affective responses, such as joy, confidence, and enthusiasm for learning, although some students experienced pressure due to rankings and scores. Research findings show that gamification can support the internalization of Aqidah Akhlak values if balanced with teacher guidance that emphasizes spiritual meaning and character building. Abstrak Pembelajaran Aqidah Akhlak memiliki peran penting dalam membentuk keimanan, sikap, dan karakter peserta didik. Namun, pelaksanaannya masih cenderung berfokus pada aspek kognitif sehingga pengembangan ranah afektif belum optimal. Selain itu, penggunaan metode pembelajaran yang kurang variatif dapat menurunkan motivasi dan keterlibatan siswa. Penelitian ini bertujuan untuk mengeksplorasi pengalaman afektif siswa dalam penggunaan gamifikasi Kahoot! pada pembelajaran Aqidah Akhlak serta menganalisis pengaruh unsur kompetisi terhadap internalisasi nilai-nilai spiritual. Penelitian menggunakan pendekatan studi kasus kualitatif dengan melibatkan 28 siswa kelas VII MTs Al-Ma’arif sebagai partisipan. Data dikumpulkan melalui observasi pembelajaran, dokumentasi hasil permainan Kahoot! dan refleksi tertulis siswa. Keabsahan data dilakukan melalui triangulasi teknik dan sumber, sedangkan analisis data menggunakan analisis tematik. Hasil penelitian menunjukkan bahwa Kahoot! mampu meningkatkan antusiasme, motivasi belajar, partisipasi aktif, dan keterlibatan emosional siswa. Unsur kompetisi memunculkan respons afektif yang beragam, seperti rasa senang, percaya diri, dan semangat belajar, meskipun sebagian siswa mengalami tekanan akibat peringkat dan skor. Temuan penelitian menunjukkan bahwa gamifikasi dapat mendukung internalisasi nilai-nilai Aqidah Akhlak apabila diimbangi dengan pendampingan guru yang menekankan makna spiritual dan pembentukan karakter.