This study was motivated by the low learning outcomes of fourth-grade science and social studies (IPAS) students at SDN Tanjung Jati 2, specifically regarding traditional house introduction, caused by conventional methods. Low engagement and motivation call for digital technology integration in the Industrial Revolution 4.0 era. This study aims to analyze the effect of Kahoot-assisted Game-Based Learning (GBL) on student learning outcomes. This quantitative research utilized a one-group pretest-posttest design involving 14 students. Data were collected via objective tests and analyzed using descriptive statistics. The results indicated a significant increase in learning outcomes, where the average pretest score of 11.04 drastically improved to 44.19 in the posttest. Discussion shows that Kahoot's competitive elements and interactive features effectively stimulate attention and visual memory. In conclusion, the Kahoot-assisted GBL model has a positive and significant effect on student learning outcomes, serving as a dynamic reference for primary education.
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