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Lack of innovation in learning methods, especially in the utilization of game-based learning media and the learning process is still dominant in the teacher explaining the material and students just listen. Kahoot is an internet-based learning media with quiz feature. The research method used is Pre-Experimental Design in the form of One-Group Pretest-Posttest Design. The population in this study were 60 students of Muhammadiyah Bantul High School. The data analysis technique used t-test and N-gain test. The results of the T-test there difference in the value after treatment and before treatment. Effect of the application of Kahoot application on student learning outcomes in Arabic language learning. The N-Gain score value is moderate category and the N-Gain percent value the moderately effective category. Kahoot application in Arabic learning at SMA Muhammadiyah Bantul provides significant positive benefits in improving student learning outcomes and creating a more interactive, fun, and effective learning experience
Ihwaludin et al. (Thu,) studied this question.