This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received traditional instruction. A sample of 35 students was selected through purposive sampling. The results indicated that both groups showed significant improvement in post-test scores compared to pre-test scores. However, no significant difference was found between the post-test scores of the experimental and control groups. While gamification may not have yielded a statistically significant advantage in this specific context, it offers a promising approach to enhance student engagement and motivation in learning.