This study was motivated by the low ability of third-grade students at SDN Dukuh Kupang V Surabaya to recognize new Indonesian vocabulary due to the use of conventional teaching methods and the lack of interactive learning media. This study aimed to develop E-Puzzle-based interactive learning media to improve students' ability to recognize new Indonesian vocabulary. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of this study were 27 third-grade students of SDN Dukuh Kupang V Surabaya. Data were collected through interviews, observations, questionnaires, and tests, and were analyzed in terms of validity, practicality, and effectiveness. The results showed that the E-Puzzle interactive media was highly feasible for use, with a media expert validation score of 95%, a material expert validation score of 92%, and a test instrument validation score of 96%. The practicality of the media was indicated by a student response rate of 88.52% and student activity of 83%, both categorized as highly practical. The effectiveness of the media was demonstrated by the improvement in students' average score from 52.41 on the pretest to 86.11 on the posttest, with an N-Gain score of 0.71 categorized as high. Therefore, the E-Puzzle-based interactive media is considered feasible, practical, and effective in improving the ability of third-grade elementary school students to recognize new Indonesian vocabulary.
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