%T PERSEPSI PENGGUNAAN MEDIA PEMBELAJARAN FLASHCARD BERBASIS AUGMENTED REALITY UNTUK MATA PELAJARAN BAHASA INGGRIS %A - Ade Ilham Fadhilah %A - R Nadia Hanoum %A - Lucia Ekawati Ikanubun %K augmented reality, bahasa inggris, flashcard, sekolah dasar augmented reality, english, flashcard, elementary school %L repoupi140502 %I Universitas Pendidikan Indonesia %O https://scholar.google.com/citations?user=bHJLYXEAAAAJ&hl=en&oi=ao ID SINTA Dosen Pembimbing: R Nadia Hanoum: 5996024 Lucia Ekawati Ikanubun: 6935771 %X Pembelajaran bahasa Inggris di sekolah dasar masih menghadapi tantangan, khususnya dalam penguasaan keterampilan pengucapan (pronunciation). Media pembelajaran yang digunakan cenderung konvensional sehingga kurang menarik minat dan motivasi belajar siswa. Oleh karena itu, diperlukan pengembangan media inovatif yang interaktif, salah satunya berupa flashcard berbasis Augmented Reality (AR). Penelitian ini menggunakan model pengembangan 4D (Define, Design, Develop, Disseminate). Subjek penelitian adalah siswa kelas IV SDN Sukamulya yang dipilih dengan teknik purposive sampling. Instrumen penelitian terdiri dari angket validasi ahli media, dan angket respon siswa. Data dianalisis secara deskriptif kuantitatif menggunakan skala Likert untuk menilai kelayakan dan efektivitas media. Hasil validasi ahli media memperoleh skor rata-rata sebesar 75% (kategori layak). Uji coba terbatas kepada siswa menunjukkan respon positif dengan persentase rata-rata 90,33% (kategori sangat layak). Media flashcard berbasis AR terbukti dapat meningkatkan keterlibatan siswa dan memudahkan mereka dalam melafalkan kosakata bahasa Inggris. Media pembelajaran yang dikembangkan dinilai efektif karena mampu mengintegrasikan elemen visual, audio, dan interaktif sesuai prinsip teori kognitif multimedia Mayer. Selain itu, penggunaan AR pada flashcard memberikan pengalaman belajar yang lebih menarik dan kontekstual, sehingga berpotensi meningkatkan motivasi serta hasil belajar siswa pada aspek keterampilan pengucapan. English learning in elementary schools still faces challenges, particularly in mastering pronunciation skills. The learning media used tend to be conventional, making them less attractive to students’ interest and motivation. Therefore, it is necessary to develop innovative and interactive learning media, one of which is flashcards based on Augmented Reality (AR). This study employed the 4D development model (Define, Design, Develop, Disseminate). The research subjects were fourth-grade students of SDN Sukamulya, selected using purposive sampling techniques. The research instruments consisted of media expert validation questionnaires, and student response questionnaires. The data were analyzed descriptively and quantitatively using a Likert scale to assess the feasibility and effectiveness of the media. The results of media expert validation obtained an average score of 75% (feasible category). A limited trial with students showed a positive response with an average percentage of 90.33% (very feasible category). The AR-based flashcard media proved to increase student engagement and helped them pronounce English vocabulary more easily. The developed learning media was considered effective because it successfully integrated visual, audio, and interactive elements in line with Mayer’s cognitive theory of multimedia learning. Furthermore, the use of AR in flashcards provided a more engaging and contextual learning experience, which has the potential to improve students’ motivation and learning outcomes, especially in pronunciation skills. %D 2025