The advancement of technology in the 21st century has given rise to a wide variety of educational media applications aimed at improving student learning outcomes, one of which is Kahoot!. Based on a preliminary study conducted at SMA Negeri 10 Banjarmasin, it was found that the use of technology-based learning media such as Kahoot! in history classrooms remains limited, and student learning outcomes have yet to meet the Minimum Competency Criteria (KKM) of 70. This study aims to examine the effect of using the Kahoot! application on student learning outcomes. A quantitative approach was employed using a Quasi-Experimental Design with a Nonequivalent Control Group Design. The sample comprised 34 students of Class X C as the experimental group and 34 students of Class X F as the control group, selected through purposive sampling. Data were collected using a 38-item multiple-choice test instrument on the topic of Hindu-Buddhist Kingdoms in Indonesia, administered in the form of a pretest and posttest. Data analysis was performed using the N-Gain Score test and the Independent Samples T-test. The results indicated that the experimental group's mean pretest score of 62 increased to 78 at the posttest stage, yielding a mean N-Gain Score of 38.54%, categorized as moderate. In contrast, the control group recorded a mean pretest score of 85 and a posttest score of 87, with a mean N-Gain Score of −3.71%, indicating no meaningful improvement. The Independent Samples T-test produced a two-tailed significance value of 0.000 (< 0.05), leading to the acceptance of H₁. It is therefore concluded that the use of the Kahoot! application has a positive effect on improving student learning outcomes in comparison to conventional instructional methods.
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