Development of augmented reality-based flashcard learning media for teaching leaf types
Abstract
The use of this medium is expected to help students better understand and retain information about leaves, thereby contributing to improved learning outcomes in biology as a whole. This study aims to develop an effective Augmented Reality (AR)-based flashcard learning medium for the topic of leaf types. The research employed a Research and Development (R&D) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 25 biology education students who had completed the Plant Morphology course, selected through a purposive sampling technique. The validation results indicated that the AR flashcard learning medium demonstrated a very high level of feasibility. Media expert validation obtained a score of 89.3%, while material expert validation yielded a score of 90%, both categorized as “highly feasible.” Furthermore, the evaluation based on educators’ responses achieved a score of 100%, also classified as “highly feasible.” These findings suggest that the AR-based flashcard learning medium received highly positive responses and proved effective in enhancing students’ interest and motivation in learning plant morphology.
Full Text:
PDFReferences
Adityas, Aldina, A., Amaliyah, U., & Ahmad, B. (2024). Developing augmented reality-based flashcards for early readers of elementary school. Jurnal JPSD (Jurnal Pendidikan Sekolah Dasar). https://doi.org/10.26555/jpsd.v11i2.a30427
Arsyad, A. (2017). Media Pembelajaran. PT RajaGrafindo Persada.
Azzahra, W.S., Diana, E., Nuraeni, D., Yusni, I., & Andriyatno. (2024). Integration of Augmented Reality (AR) in Biology Education: A Systematic Literature Review The Eurasia Proceedings of Educational and Social Sciences,
Cartono. (2022). Use of Augmented Reality in Biology Learning. Educare: Journal Educational and Multimedia, 2(01), 72–76. Retrieved from https://seaninstitute.or.id/bersinar/index.php/ducare/article/view/70.
Clark, R. C., & Mayer, R. E. (2016). E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning (4th ed.). Wiley.
Dian, R.S., Hidayanto, E., & Mashfufah, A. (2023). Flashcard Media Based on Augmented Reality in Building Spatial Materials to Improve Cognitive Learning Outcomes of Fifth- Grade Students in Elementary School. Journal for Lesson and Learning Studies, 6(2), 297–303. https://doi.org/10.23887/jlls.v6i2.64126
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.
Eriawati. (2023). Karakteristik morfologi daun di Fakultas Tarbiyah dan Keguruan sebagai referensi morfologi tumbuhan. Prosiding Seminar Nasional Biologi, Teknologi dan Kependidikan. https://doi.org/10.22373/pbio.v5i1.2107
Hidayat, & Kena. (2024). Pengembangan Flashcard Berbasis Augmneted Reality Melalui Model ADDIE Guna Meningkatkan Keterampilan Berpikir Kritis Siswa SD”. Jurnal Lingkar Mutu Pendidikan, 22(1), 35–40. https://jlmp.kemdikbud.go.id/index.php/jlmp/article/view/155.
Helen, H., Marlina, L, & Fathurohman, A. (2023). Penggunaan Media Flashcard Berbasis Augmented Reality untuk Meningkatkan Hasil Belajar Peserta Didik. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 6(10), 7699-7702. https://doi.org/10.54371/jiip.v6i10.289.
Izzati, L., Nand, A., & Kamaludin. (2024). Augmented reality-based flashcard media to improve students’ concept understanding in chemistry learning. IJSME, 7(2), 252–266. 10.24042/ijsme.v7i2.20975.
Lismaya, L., Nurlaelah, I., & Handayani. (2024). Revolutionizing biology learning through AR: The case of Leafcapture application development. Indonesian Journal Learning and Instruction, 7(1), 23-34. https://doi.org/10.25134/ijli.v7i1.9603.
Karanez, X., Rapti., E., & Halimi, G. (2015). Traditional and Modern Teaching Methodologies: Which One is More Successful and What are the Challenges?. Academic Journal of Interdisciplinary Studies, 4(2 ), 311. https://doi.org/10.5901/ajis.2015.v4n2s2p311
Mardin, H., D. Mamu, H. ., Husain, I. ., & Yasser Arafat, M. . (2025). Validitas Media Pembelajaran Flashcard Berbasis Augmented Reality Pada Materi Sel Kelas XI SMA. Jurnal Biogenerasi, 10(1), 796–802. https://doi.org/10.30605/biogenerasi.v10i1.5378
Mardiani, E., Fujiono, Hanayanti, C. S., Lestari, N. C., & Hutauruk, T. L. (2024). Exploration of Augmented Reality-Based Flashcards as a Teaching Tool to Improve Children’s Cognitive Ability. Jurnal Scientia, 5(1), 55–65. https://doi.org10.58471/scientia.v13i01.2173
Mayer, R. E. (2021). Multimedia Learning (4th ed.). Cambridge University Press.
Masing, F. A., & Sila, V. U. R. (2023). The development of local plants e-module based on mobile learning for the subjects of botany and plant morphology. Biosfer: Jurnal Pendidikan Biologi, 16(1), 197–205. https://doi.org/10.21009/biosferjpb.32900
Marseli, P., Adriani, W. N., & Inayah, N. (2023). Pengembangan Media Pembelajaran Visual Macam-macam Lengan Busana melalui Flashcard Berbasis AR Menggunakan Assemblr Edu. Jurnal Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(3). https://doi.org/10.23969/jp.v10i03.32339
Muhamad, N., Dian, R., & Agusjuhana. (2024). Perancangan Flashcard Berbasis AR Sebagai Media Pelatihan Desain Grafis Di SMPN 9 Sumedang. Judikatif: Jurnal Desain Komunikasi Kreatif, 6(2), 205–215. https://doi.org/10.35134/judikatif.v6i2.210
Munawarah, S. (2025). Development of Augmented Reality-Based Learning Media in Science Learning on Plant Body Parts Material for Grade IV of Lasoani State Elementary School. Journal of Educational Sciences, 9(4), 2884-2894. https://doi.org/10.31258/jes.9.4.p.2884-2894
Oktavia, A., Aeni, A. N., & Ismail, A. (2025). 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. Jurnal Cakrawala Pendas, 11(2), 375–387. https://doi.org/10.31949/jcp.v11i2.13156
Pratiwi, A. K., Makhrus, M., & Zuhdi, M. (2021). Pengembangan Perangkat Pembelajaran Berbasis Model Inkuiri terbimbing untuk Meningkatkan Kemampuan Literasi Sains dan Sikap Ilmiah Peserta Didik. Jurnal Ilmiah Profesi Pendidikan, 6(3), 290–295. https://doi.org/10.29303/jipp.v6i3.240
Tamboo, C.I., Herinda, M.I.H., Mustamin, I., & Nurul, F.U. (2024). Pengembangan Media Pembelajaran Flashcard Berbasis Augmented Reality Pada Materi Sel di Kelas XI SMA Negeri 1 Tibawa. Oryza. Jurnal Pendidikan Biologi. https://doi.org/10.33627/oz.v13i2.2750.
Utami, F., Rukiyah, R., & Andika, W. D. (2021). Pengembangan Media Flashcard Berbasis Augmented Reality pada Materi Mengenal Binatang Laut. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(2), 1718–1728. https://doi.org/10.31004/obsesi.v5i2.933.
Umar, N., Husain, R., Pulukadang, W.T., Halidu, S., & Katili, S. (2025). Pengembangan Media Wordly Cards Berbasis Augmented Reality (AR) Melalui Aplikasi Assemblr Edu Pada Materi Kosakata Kelas IV di SDN. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(1), 76-90. https://doi.org/10.51878/edutech.v5i1.4605.
Sugiyono. (2019). Metode penelitian kualitatif dan R&D. Bandung: Alfabeta.
Zuo, R., Wenling, L., & Xuemei, Z. (2025). Augmented Reality and Student Motivation: A Systematic Review (2013-2024). Journal of Computers for Science and Mathematics Learning, 2(1), 38-52. https://doi.org/10.70232/jcsml.v2i1.23
DOI: https://doi.org/10.31932/jpbio.v10i2.5434
Article Metrics
Abstract view : 41 timesPDF - 23 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








