This study was motivated by students' low mathematics learning outcomes and the suboptimal use of learning models that actively engage students in class. This study aimed to examine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type assisted by Kahoot on the mathematics learning outcomes of Phase-E students at SMAN 1 Koto XI Tarusan. This study used a quantitative approach with a quasi-experimental research type and a randomized control-group-only posttest design. The population consisted of all Phase-E students at SMAN 1 Koto XI Tarusan, while the sample comprised one experimental class and one control class selected at random. The experimental class received treatment using the TGT model assisted by Kahoot, while the control class received conventional learning. The research instrument was a mathematics achievement test in essay form administered after the learning process ended. Data were analyzed using normality tests, homogeneity tests, and hypothesis tests (t-test). The results showed no significant difference in mathematics learning outcomes between students who learned using the TGT model assisted by Kahoot and those who learned using conventional learning, with the average learning outcomes of the experimental class comparable to those of the control class. It can therefore be concluded that the TGT cooperative learning model assisted by Kahoot did not significantly affect students' mathematics learning outcomes, although it can still be considered an alternative model for active and enjoyable learning.
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