The purpose of this study is to see whether the application of the problem based learning model based on the kahoot game has an effect on student’s interest in learning in PPKn subject. The approach used is quantitative with the type of research, quasi-experimental and nonequivalent control type. The research sample consisted of two classes with a purposive sampling technique. Data analysis using prerequisite test, namely the normality test (Shapiro-Wilk Test), homogeneity test (Levene test), and Hypothesis test (t test) Based on the results of hypothesis testing using the t-test with a significance level of 5%, a significant value of < 0,001 < 0,05 was obtained, then H0 was rejected and Ha was accepted. Thus, it can said that there is an effect of the application of the problem based learning model based on the kahoot game on students interest in learning in PPKn subjects for class X at SMAN 2 Mataram. ABSTRAKPenelitian ini bertujuan untuk menganalisis apakah penerapan model pembelajaran problem based learning berbasis game kahoot memiliki pengaruh terhadap minat belajar siswa pada mata pelajaran PPKn. Pendekatan yang digunakan adalah kuantitatif dengan jenis penelitian quasi eksperimen dan tipe nonequivalent control. Sampel penelitian terdiri dari dua kelas dengan teknik purposive sampling. Analisis data menggunakan uji prasyarat yaitu uji normalitas (uji Shapiro-Wilk), uji homogenitas (Uji Levene), dan uji Hipotesis (Uji t). Berdasarkan hasil pengujian hipotesis menggunakan uji-t dengan taraf signifikan 5% diperoleh nilai signifikan < 0,001<0,05, maka H0 ditolak dan Ha diterima. Dengan demikian dapat dikatakan bahwa terdapat adanya pengaruh dari penerapan model pembelajaran problem based learning berbasis game kahoot terhadap minat belajar siswa pada mata pelajaran PPKn kelas X di SMAN 2 Mataram.