This study was motivated by the low learning motivation of students in Informatics learning, which tended to be teacher-centered. This study aimed to determine the improvement in students’ learning motivation through the implementation of the Teams Games Tournament (TGT) learning model assisted by Zep Quiz on hardware and software materials. The study employed a quantitative approach with a one-group pretest-posttest design. The population consisted of 184 students from six classes, while the sample comprised 29 students of Class IX A selected using purposive sampling. Data were collected through a learning motivation questionnaire and analyzed using descriptive statistics, N-Gain, the Shapiro-Wilk normality test, and the Paired Samples T-Test. The results showed an improvement in learning motivation in the moderate category, as indicated by the increase in the average percentage of learning motivation from 49.83% in the pretest to 76.55% in the posttest. The N-Gain results showed that 20.7% of students were in the low category, 37.9% in the moderate category, and 41.4% in the high category. The Paired Samples T-Test showed a significance value of 0.000 < 0.05, indicating a significant difference in students’ learning motivation before and after the implementation of TGT assisted by Zep Quiz. Thus, the implementation of TGT assisted by Zep Quiz can serve as an interactive learning alternative to support the improvement of students’ learning motivation.
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