Abstrak Penelitian ini bertujuan untuk mengetahui informasi mengenai pengaruh dari penerapan media pembelajaran berbasis Kahoot menggunakan model kooperatif Teams Games Tournament (TGT) terhadap keaktifan belajar siswa kelas X pada mata pelajaran TIK di MAN 1 Kuningan. Metode yang digunakan Quasi Experimental dengan desain Non-equivalent control group design. Teknik pengambilan sampel menggunakan purposive sampling terpilih kelas X A dan X B. Pengumpulan data menggunakan tes dan kuesioner. Berdasarkan hasil penelitian diketahui bahwa penerapan media pembelajaran berbasis kahoot menggunakan model kooperatif tipe TGT dapat meningkatkan keaktifan belajar siswa. Hal tersebut diketahui berdasarkan hasil angket perbandingan rata-rata sebesar 25% dengan nilai rata-rata pretest 66,2% dan posttest 89,3%. Selain meningkatnya keaktifan belajar siswa, hasil nilai belajar siswa juga meningkat dilihat dari rata-rata kelas eksperimen sebesar 90,7 dan kelas kontrol 80,40, sehingga diketahui rentang kenaikan skor akhir kelas eksperimen lebih besar 9,97 dibandingkan dengan kelas kontrol. Dapat disimpulkan bahwa penerapan media pembelajaran berbasis Kahoot menggunakan model kooperatif tipe Teams Games Tournament (TGT) berpengaruh terhadap keaktifan dan hasil belajar siswa kelas X pada mata pelajaran Teknologi Informasi dan Komunikasi (TIK) di MAN 1 Kuningan. Kata Kunci — Media Pembelajaran Kahoot, Model Teams Games Tournament (TGT), Keaktifan Belajar Abstract This research aims to find out information regarding the effect of implementing Kahoot-based learning media using the Teams Games Tournament (TGT) cooperative model on the active learning of class X students in ICT subjects at MAN 1 Kuningan. The method used is Quasi Experimental with a Non-equivalent control group design. The sampling technique used purposive sampling selected classes X A and X B. Data collection used tests and questionnaires. Based on the research results, it is known that the application of Kahoot-based learning media using the TGT type cooperative model can increase student learning activity. This is known based on the results of the comparison questionnaire, the average is 25% with an average pretest score of 66.2% and posttest 89.3%. In addition to increasing student learning activity, student learning scores also increased as seen from the average of the experimental class of 90.7 and the control class of 80.40, so it is known that the range of increase in the final score of the experimental class was 9.97 greater than that of the control class. It can be concluded that the application of Kahoot-based learning media using the Teams Games Tournament (TGT) type cooperative model has an effect on the activeness and learning outcomes of class X students in Information and Communication Technology (ICT) subjects at MAN 1 Kuningan. Keyword —Kahoot Learning Media, Teams Games Tournament (TGT) Model, Learning Activeness