Abstract. This research is motivated by the low learning outcomes of students who have not reached the KKM score of 63% and teacher-centred learning methods. The aim of the research is to determine whether there is an increase in student learning outcomes by using the Teams Games Tournament type cooperative model assisted by Bamboozle media in Islamic Religious Education subjects at Al-Hidayah Ciparay High School. This research uses a quantitative approach with a quasi-experimental method. This research involved the experimental class XI IPS 2 and the control class XI IPS 1 which showed that 1) Student learning outcomes in the experimental class before the learning model was applied obtained an average score of 46.72 and the control class obtained an average score of 48.44. 2) The implementation of learning that has been carried out in the experimental class produces a percentage of 86% in the very satisfactory category. 3) Student learning outcomes increased after being given treatment, including in the cognitive domain in the experimental class getting an average score of (81.25) while the control class (66.41). In the spiritual affective domain, the experimental class received a score of (86.09) and social affective (85.22), while the control class in the spiritual affective domain received a score of (77.97) and the social affective domain (78.13). In the psychomotor domain, the experimental class received a score of (83.34) while the control class received a score of (69.81). So it can be concluded that the Teams Games Tournament type cooperative model assisted by Media Bamboozle is effective in improving learning outcomes. Abstrak. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa yang belum mencapai nilai KKM sebanyak 63% dan metode pembelajaran yang berpusat pada guru. Tujuan penelitian untuk mengetahui adanya peningkatan hasil belajar siswa dengan menggunakan model kooperatif tipe Teams Games Tournament berbantu media Bamboozle pada mata pelajaran Pendidikan Agama Islam di SMA Al-Hidayah Ciparay. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experimen. Penelitian ini melibatkan kelas eksperimen XI IPS 2 dan kelas kontrol XI IPS 1 yang menunjukkan bahwa 1) Hasil belajar siswa di kelas eksperimen sebelum diterapkan model pembelajaran memperoleh nilai rata-rata 46,72 dan kelas kontrol memperoleh nilai rata-rata 48,44. 2) Pelaksanaan pembelajaran yang sudah terlaksana di kelas eksperimen menghasilkan persentase sebesar 86% dengan kategori sangat memuaskan. 3) Hasil belajar siswa mengalami peningkatan setelah diberikan perlakuan diantaranya pada ranah kognitif di kelas eksperimen mendapat rata-rata nilai (81,25) sedangkan kelas kontrol (66,41). Pada ranah afektif spiritual di kelas eksperimen mendapat nilai (86,09) dan afektif sosial (85,22) sedangkan kelas kontrol pada ranah afektif spiritual mendapat nilai (77,97) dan ranah afektif sosial (78,13). Pada ranah psikomotorik di kelas eksperimen mendapat nilai (83,34) sedangkan kelas kontrol (69,81). Maka dapat disimpulkan bahwa model kooperatif tipe Teams Games Tournament berbantu Media Bamboozle efektif dalam meningkatkan hasil belajar.