Vol. 21 No. 4 (2026): in Progress
Open Access
Peer Reviewed

Development of Augmented Reality-Based Flashcard Learning Media on Human Respiratory System Materials

Authors

Meytania Najwa Putri Azzahra , Aldina Eka Andriani

DOI:

10.29303/jpm.v21i4.12070

Published:

2026-07-24

Downloads

Abstract

Teachers have not been optimal in developing technology-based learning media in the form of interactive games, so that student learning outcomes on human respiratory system materials in elementary schools are still low. This study aims to describe the design, feasibility, and effectiveness of Augmented Reality-based flashcards for improving the learning outcomes of grade V students on the human respiratory system. This research is a Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects amounted to 27 students in class V. Data collection techniques included observation, interviews, questionnaires, documentation, and pretest and posttest assessments. Data were analyzed using normality tests, Paired Sample t-Test, and N-Gain tests. The flashcard media was developed using Canva and integrated with AR technology through the Assemblr Edu platform to support concrete and interactive visualization of concepts. Integrating AR-based flashcards into interactive edugames for elementary students. This Augmented Reality contains explanations of respiratory organs, organ functions, interesting facts, respiratory organ disorders, and human breathing mechanisms. The validation results showed that the media was highly feasible to use, with validation by material experts at 91.07% and by media experts at 95.37%. The responses of teachers and students also showed very positive results with percentages of 96.59% and 90%, respectively. The effectiveness of the media was demonstrated by an increase in the average score from 55.25 on the pretest to 74.25 on the posttest, with a Sig. p-value of < 0.001 and an N-Gain score of 0.4581 in the medium category. The findings of the study show that AR-based flashcards have been successfully developed, are highly feasible, and are effective in improving student learning outcomes, serving as an innovative learning medium that supports engaging and interactive science learning.

Keywords:

Augmented Reality Flashcard Human Respiratory System Learning Outcome

References

[1] B. Qudsiyah, F. Laila, B. Munir, and W. Didik Suprianto, “Volume 2 Nomor 6 Juni 2023 HAKIKAT PENDIDIKAN DAN MANAJEMEN PENDIDIKAN DI SEKOLAH”, [Online]. Available: https://jmi.rivierapublishing.id/index.php/rp

[2] S. R. Ikhsani, A. Tangawunisma, Sholeha. Atika, P. Divanka, and D. I. Setiabudi, “Karakteristik Pembelajaran Tematik yang Ideal pada Sekolah Dasar,” Student Sci. Creat. J., vol. 1, no. 1, pp. 290–295, Feb. 2023, doi: 10.55606/sscj-amik.v1i1.1126.

[3] N. K. S. Ulandari, N. W. S. D. Darmayanti, and I. K. D. A. S. Putra, “Analisis Pelaksanaan Pembelajaran IPA Kelas V SD N 1 Bebalang,” Lencana J. Inov. Ilmu Pendidik., vol. 2, no. 3, pp. 117–126, May 2024, doi: 10.55606/lencana.v2i3.3707.

[4] R. Anggraeni, E. Andriana, and Syachruroji, “pengembangan media pembelajaran augmented reality untuk meningkatkan penguasaan materi sistem pernapasan manusia pada pembelajaran IPA Kelas V SDN Serdang Kulon IV,” Elem. Sch., vol. 11, no. 1, pp. 161–170, 2024.

[5] F. Amiliya and Y. Ismiyanti, “The Influence of Problem Based Learning with Interactive Media on Critical Thinking Skills,” BASICA, vol. 5, no. 1, pp. 45–56, Apr. 2025, doi: 10.37680/basica.v5i1.6923.

[6] E. Maulidia, M. S. Prayogo, T. N. Ilfa, and A. Saputri, “Media Interaktif sebagai Inovasi Pembelajaran IPA bagi Peserta Didik Kelas IV SD pada Materi Wujud Zat dan Perubahannya,” J. Cakrawala Pendidik. dan Biol., vol. 2, no. 3, pp. 293–302, Oct. 2025, doi: 10.61132/jucapenbi.v2i3.697.

[7] A. Y. Prameswara and I. Pius X, “Upaya Meningkatkan Keaktifan dan hasil Belajar Siswa Kelas 4 SDK Wignya Mandala Melalui Pembelajaran Kooperatif,” SAPA - J. Kateketik dan Pastor., vol. 8, no. 1, pp. 1–9, May 2023, doi: 10.53544/sapa.v8i1.327.

[8] S. Susanti, F. Aminah, I. Mumtazah Assa’idah, M. Wati Aulia, and T. Angelika, “Dampak Negatif Metode Pengajaran Monoton Terhadap Motivasi Belajar Siswa,” Pedagog. J. Pendidik. dan Ris., vol. 2, no. 2, pp. 86–93, Jun. 2024, doi: 10.65311/pedagogik.v2i2.529.

[9] N. K. Rahmadhani and Y. Helsa, “pemanfaatan media augmented reality dalam pembelajaran ipa untuk meningkatkan pemahaman konsep pada siswa sekolah dasar,” Sindoro Cendikia Pendidik., vol. 15, no. 1, 2025, doi: 10.9644/sindoro.v3i9.252.

[10] F. Rahmawati, Asriani, A. A. H. Ahkam, and Nasharuddin, “Pengembangan media ajar alat peraga pernapasan (alper) pada sistem pernapasan manusia,” J. Inov. Penelit. Ilmu Pendidik. Indones., vol. 2, no. 2, pp. 139–145, 2025, doi: https://doi.org/10.31004/enre1191.

[11] W. R. RAJWA, “pengaruh penggunaan media pembelajaran digital berbasis power point dan audio visual terhadap minat belajar siswa dengan memperhatikan motivasi belajar pada siswa sma negeri 5 bandar lampung,” Fak. Kegur. DAN ILMU PENDIDIKAN, UNIVERISTAS LAMPUNG., 2025, [Online]. Available: http://digilib.unila.ac.id/id/eprint/92917

[12] S. Wahyuni, “Penerapan Media Flash Card untuk Meningkatkan Hasil Belajar Tema ‘Kegiatanku,’” J. Ilm. Sekol. Dasar, vol. 4, pp. 9–16, 2020.

[13] U. K. Ulya and F. Fauzi, “Implementasi Media Flashcard untuk Meningkatkan Pemahaman Kosakata Pelajaran Bahasa Arab Kelas 1 MI,” EDUKATIF J. ILMU Pendidik., vol. 6, no. 3, pp. 2079–2086, May 2024, doi: 10.31004/edukatif.v6i3.6578.

[14] Prof. Dr. Ir. Andani. M.T, S. K. M. T. Ir. Billy Eden William Asrul, S. T. M. T. Andita Dani Achmad, and S. K. M. K. Pujianti Wahyuningsih, teknologi augmented reality untuk media pembelajaran. Cipta Media Nusantara, 2024. [Online]. Available: https://books.google.co.id/books?id=lN32EAAAQBAJ

[15] N. Listiyani, S. Hidayat, and L. Nulhakim, “Development of Augmented Reality Flashcard Media to Improve the Ability of Grade IV Elementary School Students in Reading Understanding of Alternative Energy Source Materials,” J. Penelit. Pendidik. IPA, vol. 7, no. 4, pp. 782–787, Oct. 2021, doi: 10.29303/jppipa.v7i4.861.

[16] F. A. Ainulfais and Y. Sari, “Pengembangan Media Flashcard Berbasis Augmented Reality Untuk Meningkatkan Pengetahuan IPAS Siswa Kelas III Sekolah Dasar,” Nusant. J. Multidiscip. Sci., vol. 2, no. 7, p. 2025, [Online]. Available: https://jurnal.intekom.id/index.php/njms

[17] R. C. Purwaningsih and A. E. Andriani, “Development of Interactive Edugame Learning Media Based on Quartet Cards on Material on Changes in the State of Matter,” J. Pijar Mipa, vol. 20, no. 1, pp. 88–96, Jan. 2025, doi: 10.29303/jpm.v20i1.8445.

[18] Sugiyono, METODE PENELITIAN KUANTITATIF, KUALITATIF, DAN R&D, 2nd ed. ALVABETA, 2023.

[19] S. Yuwana, T. Indarti, and Faizin, Metode Penelitian Dan Pengembangan (Research & Development) Dalam Pendidikan dan Pembelajaran. UMMPress, 2023.

[20] A. Wardah, K. D. Wulandari, S. M. Nurirrohman, and M. Y. A. Bakar, “Mengidentifikasi Pembelajaran Berbasis Kemampuan Awal: Menyesuaikan Pengajaran Dengan Potensi Siswa,” J. Ilm. Nusant., vol. 2, no. 3, pp. 830–841, 2025.

[21] N. P. M. Ayuningsih, “Content Validity of Interactive Learning Media Oriented Problem Based Learning and Character Education Model,” J. Mat. Paedagog., vol. V, no. 1, pp. 54–61, 2020.

[22] S. Romdona, S. S. Junista, and A. Gunawan, “teknik pengumpulan data: observasi, wawancara dan kuesioner,” JISOSEPOL J. Ilmu Sos. Ekon. dan Polit., vol. 3, no. 1, pp. 39–47, Jan. 2025, doi: 10.61787/taceee75.

[23] S. E. M. S. Dr. H. Nizamuddin et al., Metodologi Penelitian; Kajian Teoritis Dan Praktis Bagi Mahasiswa. CV. DOTPLUS Publisher, 2021. [Online]. Available: https://books.google.co.id/books?id=66MqEAAAQBAJ

[24] E. W. Winarni, Teori dan Praktik Penelitian Kuantitatif, Kualitatif, PTK, R & D. Bumi Aksara, 2021. [Online]. Available: https://books.google.co.id/books?id=Fx0mEAAAQBAJ

[25] D. Pratama, W. Sukma Nugraha, E. J. Mutaqin, and P. Garut, “pengaruh media berbasis video animasi terhadap literasi sains siswa kelas iv dalam mata pelajaran IPA (Studi Quasi Eksperimen terhadap Siswa Kelas IV SDN 1 Panembong),” CaXra J. Pendidik. Sekol. Dasar, vol. 3, no. 1, 2023, doi: https://doi.org/10.31980/caxra.v3i1.860.

[26] A. Latip, “penerapan model addie dalam pengembangan multimedia pembelajaran berbasis literasi sains,” DIKSAINS J. Ilm. Pendidik. Sains, vol. 2, no. 2, pp. 102–108, Jun. 2022, doi: 10.33369/diksains.2.2.102-108.

[27] S. Anisyah, M. M. M. Imlessh, S. Kusumaningrum, N. S. Haryati, and J. T. B. Santoso, “Augmented reality: Interactive and fun learning media to improve student learning outcomes,” J. Kependidikan Penelit. Inov. Pembelajaran, vol. 8, no. 2, Nov. 2024, doi: 10.21831/jk.v8i2.70167.

[28] Darmansyah, Model-Model Desain Instruksional. PT. RajaGrafindo Persada - Rajawali Pers, 2023.

[29] S. Resmini, I. Satriani, and D. M. Rafi, “pelatihan penggunaan aplikasi canva sebagai media pembuatan bahan ajar dalam pembelajaran bahasa inggris,” Abdimas Siliwangi, vol. 4, no. 2, pp. 335–343, 2021, doi: 10.22460/as.v4i2p%25p.6859.

[30] T. Triningsih, “Pemanfaatan Canva dalam Desain Media Pembelajaran yang Kreatif,” J. Pendidik. Digit., vol. 15, no. 2, pp. 125–135, 2021.

[31] S. Aulia Safira, S. Anisa, N. Habibah, and T. Desky, “Implementasi Tahap Enaktif-Ikonik-Simbolik (EIS) Bruner untuk Meningkatkan Pemahaman Konsep Operasi Perkalian pada Siswa Sekolah Dasar: Studi Literatur Tingkat Dasar,” Numer. J. Mat. dan Pendidik. Mat., vol. 9, no. 5, pp. 30–42, 2025, doi: 10.25217/numerical.v9.i2.6887.

[32] S. Andriyanto, M. S. Pratama, and R. J. Dewayani, “Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Di Perpustakaan SDN 12 Jebus Bangka Barat,” J. ABDINUS J. Pengabdi. Nusant., vol. 7, no. 1, pp. 166–172, Jan. 2023, doi: 10.29407/ja.v7i1.17754.

[33] K. Khairunnisa, M. Hasby, K. Harto, and E. Suryana, “Analysis of Elementary School-Age Children’s Development and Its Implications for the Learning Process,” J. Soc. Work Sci. Educ., vol. 6, no. 1, pp. 228–239, May 2025, doi: 10.52690/jswse.v6i1.1071.

[34] D. W. Lestari, P. W. Rusimamto, R. Harimurti, and A. I. Agung, “Penerapan Media Pembelajaran Berbantuan Assemblr Edu Untuk Meningkatkan Hasil Belajar Siswa,” J. Vocat. Tech. Educ., vol. 5, no. 2, pp. 225–232, Aug. 2023, doi: 10.26740/jvte.v5n2.p225-232.

[35] T. Hamid Darmawan and E. Septyanti, “Development of students’ worksheet-based AR video and QR-timer test on biographical text materials Class X Senior High School 1 Pelalawan,” J. Inov. Teknol. Pendidik., vol. 11, no. 3, p. 310, 2024, doi: 10.21831/jitp.v11i3.67633.

[36] C. N. S. Adi and D. A. P. Putri, “Pengembangan Aplikasi Augmented Reality untuk Visualisasi Interaktif Pembelajaran Fisika,” J. Pendidik. dan Teknol. Indones., vol. 5, no. 3, pp. 775–792, Mar. 2025, doi: 10.52436/1.jpti.701.

[37] C. Aulia Rahmania, F. Navani Shalsabilla, G. Aprilia, K. Khansa Syahira, R. Azhar Alfiyyah, and H. Eka Putri, “Analisis teori belajar Bruner untuk membantu peserta didik dalam pembelajaran matematika,” Fermat J. Pendidik. Mat., vol. 8, no. 1, pp. 10–21, 2025.

[38] L. H. Siahaan, “R&D Dalam Pendidikan Implementasi Model ADDIE Dan 4D Pada Pendidikan Bahasa Inggris Dan PG PAUD,” KBM Indones., 2025.

[39] I. L. D. Dewi, “pengembangan website peta digital guna meningkatkan layanan pengguna jasa di bandar udara jenderal ahmad yani semarang,” Politek. Penerbangan Palembang, 2025, [Online]. Available: http://repository.poltekbangplg.ac.id/id/eprint/575

[40] A. Febriyanti, “Pengembangan media pembelajaran Flashcard pada Materi Perubahan Wujud Benda Kelas III SD/MI,” IAIN Metro, 2023, [Online]. Available: https://repository.metrouniv.ac.id/id/eprint/8642

[41] E. A. Putri, R. Damariswara, and A. Budianto, “Validitas Media Pembelajaran Smartbox Pada Materi Majas Personifikasi Untuk Siswa Kelas IV Sekolah Dasar,” 2025.

[42] N. Annisa, Y. Sugiarti, and M. Nuramalia Handayani, “pengembangan media pembelajaran berbasis website pada materi sortasi dan grading Development of Website-Based Learning Media on Sorting and Grading Material”, [Online]. Available: http://ejournal.upi.edu/index.php/edufortechEDUFORTECH6

[43] Y. D. Marta, S. Ardjaka, and M. Amini, “Pengembangan Media Flashcard berbasis Aughmented Reality untuk Meningkatkan Kemampuan Membaca Permulaan Siswa Kelas 1,” J. Onoma Pendidikan, Bahasa, dan Sastra, vol. 12, no. 1, pp. 214–224, Jan. 2026, doi: 10.30605/onoma.v12i1.7822.

[44] S. Sahrul, Hendra Nelva Saputra, and Zila Razilu, “Pengembangan Media Pembelajaran Berbasis Video pada Mata Pelajaran Teknologi Informasi dan Komunikasi Sekolah Menengah Pertama,” Edu Cendikia J. Ilm. Kependidikan, vol. 5, no. 03, pp. 1143–1154, Jan. 2026, doi: 10.47709/educendikia.v5i03.7230.

[45] D. Nafisah, D. Ayu, S. Cipta, and E. D. Kartika, “Pengembangan Media pembelajaran Interaktif Berbasis Augmented Reality (AR) pada Bangun Ruang Sisi Datar dengan Metode RADEC,” PROSIDINGSEMINAR Nas. Univ. Insa. UTOMO, vol. 6, no. 1, 2025, doi: 10.33503/prosiding_penelitian.v6i1.

[46] Irma Maulidia and Ibnu Muthi, “Efektivitas Penggunaan Media Pembelajaran Interaktif Berbasis Multimedia dalam Meningkatkan Minat Belajar Matematika pada Siswa SD,” Mutiara J. Penelit. dan Karya Ilm., vol. 3, no. 4, pp. 10–24, Jul. 2025, doi: 10.59059/mutiara.v3i4.2624.

[47] A. D. Fitri and Asrizal, “Development of Physics E-Module Integrated with PBL Model and Ethnoscience to Improve Students’ 21st Century Skills,” J. Penelit. Pendidik. IPA, vol. 9, no. 12, pp. 10610–10618, Dec. 2023, doi: 10.29303/jppipa.v9i12.5877.

[48] D. A. Setyawan, Buku Petunjuk Praktikum Teknik Uji Statistik Pada Hipotesis Komparatif. Politeknik Kesehatan Kemenkes Surakarta., 2024.

[49] A. Fitri et al., Dasar-dasar statistika untuk penelitian. Yayasan Kita Menulis, 2023.

[50] C. P. Kolopita, M. R. Katili, R. Mohammad, and T. Yassin, “pengaruh media pembelajaran terhadap hasil belajar siswa pada mata pelajaran komputer dan jaringan dasar,” Invert. J. Inf. Technol. Educ., vol. 2, no. 1, pp. 1–12, 2022, [Online]. Available: http://ejurnal.ung.ac.id/index.php/inverted

[51] E. Sari and M. K. Ritonga, “Pengaruh Kesiapan Belajar dan Motivasi Belajar Terhadap Hasil Belajar Mata Pelajaran Ekonomi pada Siswa Kelas X IPS SMA Negeri 1 Batang Angkola,” Tazkir J. Penelit. Ilmu-ilmu Sos. dan Keislam., vol. 7, no. 2, pp. 221–234, Dec. 2021, doi: 10.24952/tazkir.v7i2.4415.

[52] A. Raisha Agma, “Pemanfaatan Teknologi Augmented Reality dalam Meningkatkan Pemahaman Konsep Sains,” J. Pendidik. dan Inov. Pembelajaran, vol. 01, no. 1, pp. 23–29, 2025, [Online]. Available: https://ejournal.pustakabangsaindonesia.com/index.php/jpip

[53] I. D. Febriyanti and A. E. Andriani, “Development of Augmented RealityAssisted Interactive Multimedia onHuman Visual SenseMaterial to Improve Learning Outcomes of Elementary School Students,” J. Educ. Sci., vol. 9, no. 4, pp. 2347–2365, 2025.

[54] Nuryadi, T. D. Astuti, E. S. Utami, and M. Budiantara, Buku Ajar Dasar-dasar Statistik Penelitian. 2017.

[55] R. Novita et al., “inovasi flashcard berbasis augmented reality untuk meningkatkan kreativitas dan keterlibatan anak usia dini dalam pembelajaran,” BHAKTI NAGORI (Jurnal Pengabdi. Kpd. Masyarakat), vol. 5, no. 2, pp. 741–750, Dec. 2025, doi: 10.36378/bhakti_nagori.v5i2.4914.

[56] F. Shoffana Aisya and D. Asih Wiranti, “Efektifitas Penggunaan Media Pembelajaran Flashcard Berbasis Augmented Reality (AR) Dalam Meningkatkan Hasil Belajar Bahasa Jawa Siswa Kelas 1 SD,” J. Pendidik. Dasar Indones., vol. 9, no. 3, pp. 138–143, 2024, doi: https://dx.doi.org/10.26737/jpdi.v9i3.6043.

Author Biographies

Meytania Najwa Putri Azzahra, Department of Elementary School Teacher Education, Semarang State University

Author Origin : Indonesia

Aldina Eka Andriani, Department of Elementary School Teacher Education, Semarang State University

Author Origin : Indonesia

Downloads

Download data is not yet available.

How to Cite

Azzahra, M. N. P., & Andriani, A. E. (2026). Development of Augmented Reality-Based Flashcard Learning Media on Human Respiratory System Materials. Jurnal Pijar MIPA, 21(4), 708–717. https://doi.org/10.29303/jpm.v21i4.12070