Penelitian ini bertujuan untuk menguji efektivitas model pembelajaran Problem Based Learning (PBL) berbasis Deep Learning dengan dukungan gamifikasi Liveworksheet dalam meningkatkan hasil belajar siswa pada materi Trigonometri. Penelitian ini menggunakan pendekatan kuantitatif dengan desain eksperimen semu (quasi-experimental) pola pre-test dan post-test. Subjek penelitian melibatkan 42 siswa kelas XI MAN 4 Banyuwangi tahun ajaran 2025/2026. Analisis data dilakukan secara deskriptif, uji N-Gain untuk mengukur peningkatan hasil belajar, serta uji statistik inferensial menggunakan Independent Sample t-Test untuk menguji signifikansi perbedaan capaian antar kelompok. Hasil penelitian menunjukkan bahwa kelas eksperimen mengalami peningkatan hasil belajar yang lebih baik dengan skor rata-rata post-test sebesar 87,36 dan nilai N-Gain 0,43 (kategori sedang). Capaian ini lebih tinggi dibandingkan kelas kontrol yang memperoleh rata-rata post-test 82,40 dengan N-Gain 0,17 (kategori rendah). Hasil uji-t menunjukkan nilai signifikansi (Sig.) 0,000 < 0,05, yang mengonfirmasi bahwa perbedaan peningkatan hasil belajar tersebut signifikan secara statistik. Temuan ini membuktikan bahwa integrasi PBL, pendekatan Deep Learning, dan gamifikasi Liveworksheet menciptakan ekosistem pembelajaran yang efektif dalam memperkuat pemahaman konsep dan hasil belajar siswa dibandingkan metode konvensional. This study aims to evaluate the effectiveness of the Problem Based Learning (PBL) model based on Deep Learning supported by Liveworksheet gamification in improving student learning outcomes on Trigonometry. This study employed a quantitative approach with a quasi-experimental design using a pre-test and post-test pattern. The research subjects involved 42 grade XI students of MAN 4 Banyuwangi in the 2025/2026 academic year. Data analysis included descriptive statistics, the N-Gain test to measure the improvement of learning outcomes, and inferential statistical analysis using the Independent Sample t-Test to examine the significance of the differences in achievement between groups. The results indicated that the experimental class experienced better improvement in learning outcomes with an average post-test score of 87.36 and an N-Gain value of 0.43 (medium category). This achievement was higher compared to the control class, which obtained an average post-test score of 82.40 with an N-Gain of 0.17 (low category). The t-test results showed a significance value (Sig.) of 0.000 < 0.05, confirming that the difference in the improvement of learning outcomes is statistically significant. These findings demonstrate that the integration of PBL, the Deep Learning approach, and Liveworksheet gamification creates an effective learning ecosystem for strengthening conceptual understanding and student learning outcomes compared to conventional methods.