Abstract: The low learning outcomes of students in Economics subject in class XI SOS MAN 1 Medan were caused by teacher-centered learning and the use of one-way media, which has not been able to accommodate the diversity of students' learning abilities optimally. This study aims to determine the feasibility, effectiveness, and practicality of the TGT model assisted by Board Game media on the topic of Economic Growth. This study is a research and development study using the ADDIE model with class XI SOS 3 as the experimental class and class XI SOS 5 as the control class, each consisting of 35 students. The results showed that the TGT model assisted by Board Game media received a feasible assessment from the material expert at 76.60% and the media expert at 82.2%. The learning practitioner assessment obtained 100% with a very feasible criterion and student responses obtained an average of 91.66% with a very practical criterion. The N-Gain test results of the experimental class obtained 76% categorized as effective, far higher than the control class at 39% categorized as ineffective. The independent sample t-test results obtained a significance value of 0.000, proving that there is a significant difference in learning outcomes between the two classes. Thus, the TGT model assisted by Board Game media is declared feasible, effective, and very practical for use in learning Economic Growth material. Keywords: TGT Model, Board Game Media, Learning Outcomes, Economic Growth Abstrak: Rendahnya hasil belajar peserta didik pada mata pelajaran Ekonomi di kelas XI SOS MAN 1 Medan disebabkan oleh proses pembelajaran yang masih berpusat pada guru dan penggunaan media yang bersifat satu arah, sehingga belum mampu mengakomodasi keberagaman kemampuan belajar peserta didik secara optimal. Penelitian ini bertujuan untuk mengetahui kelayakan, keefektivan, dan kepraktisan model TGT berbantuan media Board Game pada materi Pertumbuhan Ekonomi. Penelitian ini merupakan penelitian pengembangan menggunakan model ADDIE dengan subjek penelitian kelas XI SOS 3 sebagai kelas eksperimen dan kelas XI SOS 5 sebagai kelas kontrol, masing-masing berjumlah 35 peserta didik. Hasil penelitian menunjukkan bahwa model TGT berbantuan media Board Game memperoleh penilaian layak dari ahli materi sebesar 76,60% dan ahli media sebesar 82,2%. Penilaian praktisi pembelajaran memperoleh persentase 100% berkriteria sangat layak dan respon peserta didik memperoleh rata-rata 91,66% berkriteria sangat praktis. Hasil uji N-Gain kelas eksperimen memperoleh 76% berkategori efektif, jauh lebih tinggi dibandingkan kelas kontrol sebesar 39% berkategori tidak efektif. Hasil uji independent sample t-test memperoleh nilai signifikansi 0,000 yang membuktikan terdapat perbedaan hasil belajar yang signifikan antara kedua kelas. Dengan demikian, model TGT berbantuan media Board Game dinyatakan layak, efektif, dan sangat praktis untuk digunakan dalam pembelajaran materi Pertumbuhan Ekonomi. Kata Kunci: Model TGT, Media Board Game, Hasil Belajar, Pertumbuhan Ekonomi.