THE INFLUENCE OF AUGMENTED REALITY-BASED FLASHCARDS ON THE UNDERSTANDING OF THE CONCEPT OF GRADE V STUDENTS ON THE MATERIAL OF FAUNA DIVERSITY IN INDONESIA
DOI:
https://doi.org/10.31949/jcp.v11i2.13156Abstract
The integration of technology in learning is constantly evolving to improve student understanding. One of the challenges in teaching science in elementary schools is presenting abstract concepts, such as faunal diversity, in a way that is engaging and easy to understand. Augmented reality offers a solution by providing an immersive visual learning experience. This study aims to assess the effect of augmented reality flashcards on understanding the concept of faunal diversity in fifth grade students. This study used an experimental method with a nonequivalent control group design, students were divided into two groups, where the experimental group used augmented reality flashcards and the control group with conventional methods. Data was collected through pretest and posttest, analyzed using paired sample t-test, independent t-test, effect size, and N-Gain. The results showed a significant increase in the understanding of students who used augmented reality flashcards (Sig. 0.004 <0.05) with an effect size of 2.08 (large category). N-Gain analysis showed a higher increase in comprehension in the experimental group (0.57) compared to the control group (0.36). This finding confirms that augmented reality flashcards can be an effective learning tool for teachers in teaching abstract science concepts.
Keywords:
Augmented Reality, Flashcards, Concept Understanding, Fauna DiversityDownloads
References
Aeni, A. N. (2014). Pendidikan Karakter untuk Siswa SD dalam Perspektif Islam. Mimbar Sekolah Dasar, 1(1), 50–58.
Asyhar, R. (2012). Kreatif Mengembangkan Media Pembelajaran. Referensi Jakarta.
Çelik, F., & Yangın Ersanlı, C. (2022). The use of augmented reality in a gamified CLIL lesson and students’ achievements and attitudes: a quasi-experimental study. Smart Learning Environments, 9(1). https://doi.org/10.1186/s40561-022-00211-z
Chaturvedi, R. K., Verma, V., & Mishra, K. (2022). Differential effect of pre and post cognitive skills training program: a study on healthy young children. Smart Learning Environments, 9(1). https://doi.org/10.1186/s40561-021-00185-4
Di Fuccio, R., Kic-Drgas, J., & Woźniak, J. (2024). Co-created augmented reality app and its impact on the effectiveness of learning a foreign language and on cultural knowledge. Smart Learning Environments, 11(1). https://doi.org/10.1186/s40561-024-00304-x
Dixon, D., Kiani, S. L., & Ikram, A. (2013). Experiences with AR plots: design issues and recommendations for augmented reality based mobile games. Communications in Mobile Computing, 2(1), 1–6. https://doi.org/10.1186/2192-1121-2-1
Gusti, U. A., & Komariah, M. (2023). Gregory P. Thomas and Helen J. Boon: Challenges in science education: global perspectives for the future. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00268-4
Hajirasouli, A., & Banihashemi, S. (2022). Augmented reality in architecture and construction education: state of the field and opportunities. International Journal of Educational Technology in Higher Education, 19(1). https://doi.org/10.1186/s41239-022-00343-9
Hamdani M., Prayitno B. A., & Karyanto P. (2019). Meningkatkan Kemampuan Berpikir Kritis Melalui Metode Eksperimen. Proceeding Biology Education Conference, 16(Kartimi), 139–145.
Hidayat, N., & Khotimah, H. (. (2019). Pemanfaatan teknologi digital dalam kegiatan pembelajaran. Jurnal Pendidikan Dan Pengajaran Guru Sekolah Dasar (JPPGuseda), 2(1), 10-15. https://doi.org/. https://doi.org/10.55215/jppguseda.v2i1.988
Ikhya Ulummuddin, Anggraini Puspita Sari, M. H. P. S. (2020). Jurnal Teknologi Terpadu WATERFALL. 6(22), 72–78.
Khoirunnisa, S. (2024). Pengembangan Media Flashcard Berbasis Augmented Reality Pada Materi Tata Surya Siswa Kelas V Sdn Sumberdiren 01 Garum Salsabila Khoirunnisa Universitas Nahdlatul Ulama Blitar Mohamad Fatih Universitas Nahdlatul Ulama Blitar Khoirul Wafa Universitas Nahdla. Ilmiah, Al-Madrasah Jurnal Madrasah, Pendidikan, 8(4), 1812–1825. https://doi.org/10.35931/am.v8i4.4072
Koumpouros, Y. (2024). Revealing the true potential and prospects of augmented reality in education. Smart Learning Environments, 11(1). https://doi.org/10.1186/s40561-023-00288-0
Lestari, S. (2023). Pengaru Flashcard Berbasis Augmented Reality Terhadap Kemampuan Berbicara Pada Anak Usia (5-6) Tahun di TK Panca Karsa Kecamatan Sukarmi Palembang. 3.
MUSTAQIM, I. (2017). Pengembangan Media Pembelajaran Berbasis Augmented reality. Jurnal Edukasi Elektro.
Paulson, S., Figueiredo, D., & Matre, S. (2025). Understanding perception of the radiology community concerning virtual reality ( VR ) and augmented reality ( AR ) technology in radiology education. Egyptian Journal of Radiology and Nuclear Medicine. https://doi.org/10.1186/s43055-025-01425-0
Sugiyono. (2013). Metodelogi Penelitian Kuantitatif, Kualitatif dan R&D. Alfabeta.
Syam, Ana Safitri, Ismail, Wahyuni, & Ali, A. (2021). Pengaruh Pengggunaan Media Pembelajaran Augmented Reality Dan Media Power Point Terhadap Motivasi Belajar Peserta Didik. Jurnal Binomial.
Turan, Z., & Atila, G. (2021). Augmented reality technology in science education for students with specific learning difficulties: its effect on students’ learning and views. Research in Science & Technological Education, 39(4), 506–524. https://doi.org/https://doi.org/10.1080/02635143.2021.1901682
Udeozor, C., Chan, P., Russo Abegão, F., & Glassey, J. (2023). Game-based assessment framework for virtual reality, augmented reality and digital game-based learning. International Journal of Educational Technology in Higher Education, 20(1). https://doi.org/10.1186/s41239-023-00405-6
Xiong, J., & Wu, S. T. (2021). Planar liquid crystal polarization optics for augmented reality and virtual reality: from fundamentals to applications. ELight, 1(1), 1–20. https://doi.org/10.1186/s43593-021-00003-x
Yulianto, B. D., Dijaya, R., & Rosid, M. A. (2023). Aplikasi Media Pembelajaran IPA Untuk MI Berbasis Augmented Reality. Infotek : Jurnal Informatika Dan Teknologi, 6(2), 278–287. https://doi.org/10.29408/jit.v6i2.12496
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Astri Oktavia, Ani Nur Aeni, Ali Ismail

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).