The background of this study is based on the low learning outcomes of students in mathematics lessons on multiplication of whole numbers, as well as the need to use interesting learning games to increase student participation in the learning process. One solution is using math puzzle games, which can help students understand mathematical concepts through fun learning and improve learning outcomes. The purpose of this study was to determine whether there is an effect of math puzzle games on the learning outcomes of third-grade mathematics students at SDN 42 Palembang. As a research method, a quasi-experimental design was used in the form of a Pretest-Posttest control group design. This study involved a total of 71 third-grade students of SDN 42 Palembang. The sample consisted of 44 students selected through a purposive sampling method. That is, Class III A was selected as the experimental group and Class III B as the control group, with each group consisting of 22 students. For data collection using observation, tests and documentation. Data analysis was carried out using normality and homogeneity tests along with independent sample t-tests. The results of the study showed that the average score in the experimental group in the post-test was 80.45, which was higher than the average score of 62.73 in the control group. The results of the hypothesis test showed a sig value (2-tailed) of 0.000 < 0.05 so that Ha was accepted and Ho was rejected. This indicates that there is an effect of the math puzzle game on student learning outcomes in mathematics learning for third-grade students at SDN 42 Palembang