This research investigates the impact of the Kahoot Application on students' vocabulary mastery at the first grade of SMP Negeri 1 Wundulako. The study employed a quasi-experimental design with a non-equivalent control group. The experimental class (VII.4, n=29) was taught using the Kahoot Application across three treatment meetings, while the control class (VII.5, n=30) received conventional teaching methods covering identical vocabulary material: things in the classroom, living room, bedroom, kitchen, and dining room. Research instruments consisted of pre-test and post-test vocabulary tests of 20 multiple-choice items each. Data were analyzed using SPSS, including Kolmogorov-Smirnov normality test, Levene homogeneity test, and paired samples t-test. The experimental class post-test mean (62.24) was substantially higher than the pre-test mean (45.86), an improvement of 16.38 points. The control class improved minimally from 35.67 to 42.50. The paired samples t-test for the experimental class yielded Sig. (2-tailed) = 0.000 0.05, confirming a statistically significant difference. The alternative hypothesis (H1) is accepted and the null hypothesis (H0) is rejected, establishing that the Kahoot Application has a significant positive impact on students' vocabulary mastery.
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