This study aims to analyze the implementation of an innovative Digital Game-Based Learning model assisted by Kahoot in improving students’ learning interest in Hindu Religious Education and Character Education. The research employed a classroom action research (CAR) design conducted in two cycles, consisting of planning, implementation, observation, evaluation, and reflection stages. The subjects were 20 second-grade students. Data were collected using a learning interest questionnaire and analyzed descriptively. The results showed a significant increase in students’ learning interest, indicated by the average score improvement from 46,95 (low) in the pre-cycle to 110.85 (high) in Cycle I and 120,35 (very high) in Cycle II. The increase from Cycle I to Cycle II reached 8,57%. The findings indicate that the use of Kahoot-assisted Digital Game-Based Learning creates an interactive, enjoyable, and student-centered learning environment, which effectively enhances students’ engagement and motivation. Therefore, this model is recommended as an alternative digital learning strategy in elementary education, particularly in Hindu Religious Education, to foster meaningful and enjoyable learning experiences.
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