This study aims to determine the effectiveness of using Kahoot, a game-based learning platform, in improving student learning outcomes in Social Studies (IPS) at SMP Birrul Walidain Muhammadiyah Plupuh. The research employed a quasi-experimental method with a Nonequivalent Control Group Design. The subjects were 28 seventh-grade students, divided into two groups: VII A as the experimental group (using Kahoot) and VII B as the control group (using conventional teaching methods), each consisting of 14 students. Data were collected through pretest and posttest assessments. The results showed that the average posttest scores of the experimental group were significantly higher than those of the control group. The independent t-test confirmed a significant difference in learning outcomes between the two groups. It can be concluded that the use of Kahoot as a game-based learning medium is effective in enhancing students’ understanding and engagement in Social Studies learning.
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