This study aims to investigate the impact of Snowbrawl Gimkit as an interactive learning media on students’ interest and academic performance in mathematics. The research responds to the widespread issue of low engagement and achievement in mathematics, especially in Indonesia, where students’ PISA scores remain below average. This study used a quantitative approach with a pre-experimental design of the One Group Pre-test Post-test Design type. The research subjects were 30 eighth-grade students randomly selected from SMP Negeri 1 Socah. The research instruments consisted of a learning interest questionnaire and a mathematics achievement test that had been tested for validity and reliability. Data analysis techniques included the Shapiro-Wilk test to assess normality, the Levene test for homogeneity, and the paired t-test for hypothesis evaluation. The results of the study indicate a significant increase in students' interest and learning outcomes in mathematics after the implementation of the Snowbrawl Gimkit media. Statistical analysis yielded a significance value of 0.000 (< 0.05), indicating a significant effect. The average interest in learning increased from 62.2 to 78.47, while the average learning outcomes rose from 38.00 to 56.67. The results of this study indicate that the use of game-based learning media such as Snowbrawl Gimkit is effective in increasing student motivation and learning achievement. This media is able to address the challenge of low student interest in mathematics by making lessons fun and interactive. Therefore, this study suggests that educators integrate gamification platforms into their teaching as a useful innovation.
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