ABSTRACT This study aimed to determine the effect of the Teams Games Tournament (TGT) learning model using Science Ludo media on the cognitive learning outcomes of fifth-grade students in ecosystem material at MIS H.M. Hefni during the 2025/2026 academic year. This study employed a quantitative approach with a quasi-experimental method using a Nonequivalent Control Group Design. The sample consisted of 60 students selected through total sampling, including 30 students in the experimental class and 30 students in the control class. Data were collected through multiple-choice pre-tests and post-tests, as well as observation sheets. Data analysis included normality and homogeneity tests followed by the Independent Samples t-test using SPSS. The results showed that the experimental class achieved higher learning outcomes than the control class. The hypothesis test produced a significance value (Sig. 2-tailed) of 0.039 (p < 0.05), indicating that H₀ was rejected and H₁ was accepted. Classroom observations also indicated high levels of student enthusiasm and participation during the learning process. Therefore, the Teams Games Tournament (TGT) learning model using Science Ludo media had a positive and statistically significant effect on students' learning outcomes in ecosystem material. Keywords: Ecosystem, Learning Outcomes, Science Ludo, Teams Games Tournament (TGT). ABSTRAK Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruh penerapan Model Teams Games Tournament (TGT) berbantuan media Ludo Sains terhadap hasil belajar kognitif peserta didik kelas V pada materi ekosistem di MIS H.M. Hefni Tahun Ajaran 2025/2026. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experiment melalui desain Nonequivalent Control Group Design. Sampel penelitian berjumlah 60 peserta didik yang ditentukan menggunakan teknik total sampling, terdiri atas 30 peserta didik kelas V Al-Malik sebagai kelas eksperimen dan 30 peserta didik kelas V Al-Hafiz sebagai kelas kontrol. Data dikumpulkan melalui tes pilihan ganda pada pre-test dan post-test serta lembar observasi. Analisis data meliputi uji normalitas, uji homogenitas, dan uji hipotesis menggunakan Independent Samples t-test dengan bantuan SPSS. Hasil penelitian menunjukkan bahwa peningkatan hasil belajar pada kelas eksperimen lebih tinggi dibandingkan kelas kontrol. Uji hipotesis memperoleh nilai signifikansi (Sig. 2-tailed) sebesar 0,039 (p < 0,05), sehingga H₀ ditolak dan H₁ diterima. Hasil observasi juga menunjukkan bahwa peserta didik antusias dan berpartisipasi aktif selama pembelajaran. Dengan demikian, penerapan Model Teams Games Tournament (TGT) berbantuan media Ludo Sains berpengaruh positif dan signifikan terhadap hasil belajar peserta didik pada materi ekosistem. Kata Kunci: Teams Games Tournament (TGT), Ludo Sains, hasil belajar, ekosistem.