Abstrak Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran digital Math Maze terhadap hasil belajar matematika materi pecahan di kelas V SD Kristen Harmony Kupang. Permasalahan utama dalam pembelajaran matematika adalah rendahnya hasil belajar siswa, kurangnya keterlibatan aktif, serta minimnya media interaktif dan inovatif. Math Maze, sebagai game edukatif digital, diharapkan dapat meningkatkan minat, motivasi, dan pemahaman siswa dalam mempelajari materi yang abstrak. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain pretest-posttest control group. Sampel terdiri dari dua kelas: kelompok eksperimen (15 siswa, menggunakan Math Maze) dan kelompok kontrol (15 siswa, metode konvensional). Pengumpulan data dilakukan melalui tes hasil belajar, observasi, wawancara, dan dokumentasi. Analisis data mencakup uji validitas, reliabilitas, normalitas, homogenitas, uji-t, gain score, dan regresi linier sederhana. Hasil penelitian menunjukkan bahwa Math Maze memberikan pengaruh positif dan signifikan terhadap hasil belajar. Rata-rata nilai posttest kelompok eksperimen (84,67) lebih tinggi daripada kelompok kontrol (72,40), dengan gain ternormalisasi 0,56 (kategori sedang). Uji-t menunjukkan perbedaan signifikan (Sig. = 0,000 < 0,05), serta persepsi siswa turut memengaruhi peningkatan hasil belajar. Kata Kunci : Media Pembelajaran Digital; Math Maze; Hasil Belajar; Matematika; Pecahan Abstract This study aims to determine the effect of digital learning media Math Maze on mathematics learning outcomes on fraction material in grade V of SD Kristen Harmony Kupang. The main problems in mathematics learning are low student learning outcomes, lack of active involvement, and minimal interactive and innovative media. Math Maze, as a digital educational game, is expected to increase students' interest, motivation, and understanding in learning abstract material. This study uses a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The sample consisted of two classes: the experimental group (15 students, using Math Maze) and the control group (15 students, conventional method). Data collection was carried out through learning outcome tests, observations, interviews, and documentation. Data analysis included validity, reliability, normality, homogeneity, t-test, gain score, and simple linear regression tests. The results showed that Math Maze had a positive and significant effect on learning outcomes. The average posttest score of the experimental group (84.67) was higher than the control group (72.40), with a normalized gain of 0.56 (moderate category). The t-test showed a significant difference (Sig. = 0.000 < 0.05), and student perceptions also influenced the improvement of learning outcomes.Keywords: Digital Learning Media; Math Maze; Learning Outcomes; Mathematics; Fractions