This study was conducted in response to the limited integration of interactive digital teaching materials in fifth-grade mathematics learning, which has contributed to low student engagement and less optimal learning outcomes. Mathematics instruction in elementary schools is still predominantly delivered through printed modules and conventional teaching methods, resulting in limited opportunities for students to actively explore concepts and relate them to real-life contexts. Therefore, the development of innovative, interactive, and student-centered digital learning resources is essential. This study aimed to develop an interactive e-module based on the STEAM approach that is valid, practical, and effective for teaching the topic of nets of cubes and rectangular prisms in accordance with the Merdeka Curriculum.This research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students from SDN 24 and SDN 12 Pincuran Tujuah, South Solok Regency. Data were collected through expert validation instruments, practicality questionnaires for teachers and students, and pretest–posttest learning outcome assessments.The findings revealed that the developed e-module achieved a very high level of validity, with validation scores from media experts (90.52%), material experts (94%), and language experts (95.55%). Practicality test results indicated that the e-module was highly practical based on teacher (97.69%) and student (96.98%) responses. Furthermore, effectiveness testing showed a significant improvement in students’ learning outcomes, with posttest scores increasing substantially and achieving a high N-Gain category. These results confirm that the interactive STEAM-based e-module isvalid, practical, and effective for enhancing fifth-grade mathematics learning in the digital era.