This study aims to determine the role of digital game-based learning using kahoot to enhance student engagement in the classroom. This study involved 31 students in grade 4 from SDN 01 Pagi Cakung Barat. This research used qualitative description method. For data collection, observation and semi-structured interviews were used. Students played Kahoot in the classroom and the researcher observed students during 4 learning meetings to find out students' engagement in the classroom during the use of Kahoot. Interviews were conducted after the observation and involved 5 students who had participated in the activity to find out more about how students felt while using Kahoot. The results of this study show that the use of game-based learning has a positive impact on student engagement in the classroom. The findings are expected to contribute to the field of education by providing information about DGBL. |