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Chiara Yobelin; Hasan Mujtaba; Catharina Aprilia Hellyani; Anna Triwijayati

Ebisnis Manajemen 2026 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

The rapid development of digital technology has transformed the tourism industry through the implementation of Augmented Reality (AR), which provides more interactive, educational, and immersive tourism experiences. In Indonesia, the adoption of AR has become increasingly important to address the unequal distribution of tourist visits, which remain heavily concentrated in a few destinations, particularly Bali. This study aims to identify the clusters of AR utilization in Indonesian tourism development and analyze their potential contributions to destination promotion, cultural heritage preservation, and tourism competitiveness. The study employed a Systematic Literature Review (SLR) approach based on the PRISMA guidelines. Data were collected from reputable national and international scientific publications discussing AR implementation in tourism, cultural heritage, and travel industries between 2014 and 2025. The findings reveal that AR utilization in Indonesia can be categorized into five major clusters: the Bali Tourism Corridor Cluster, the Jakarta Metropolitan Cluster, the West Java Cluster, the East Java Cluster, and the Eastern Indonesia Cluster. Various AR implementations in destinations such as the Bongal Historical Site, Tana Toraja, Langsa City, and Lawang Sewu demonstrate the technology’s ability to enhance visitor experiences, strengthen historical and cultural education, and support destination marketing strategies. Furthermore, technology readiness and human resource competence were identified as the most influential factors affecting successful AR adoption. The findings suggest that AR has significant strategic potential to expand destination exposure, reduce disparities in tourist distribution across regions, and support the sustainable digital transformation of Indonesia’s tourism sector.

Arditya Prayogi; Nurifah Mumtazah; Salwa Salwa; Chomsah Rachmawati; Zahra Khoirunnisa +2 more

Tabsyir: Jurnal Dakwah dan Sosial Humaniora 2026 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The development of digital technology has positioned video games beyond mere entertainment to become a cultural medium with the potential to influence players' social and political perspectives. In this context, video games are seen as relevant as a medium for political socialization because they present interactive narratives, moral choices, and social simulations that allow players to directly experience dilemmas of power, justice, responsibility, and state-citizen relations. This article aims to analyze the potential of video games as a medium for political socialization, examine narrative elements that influence the formation of political awareness, and examine the possibility of integrating the Indonesian socio-cultural context into game narratives. This research uses a qualitative approach with a literature review design through a search of various literature sources. The results indicate that video games can serve as a medium for informal political socialization through participatory experiences, moral reflection, and the immersive internalization of political values. This potential will be further enhanced by incorporating local Indonesian contexts, such as mutual cooperation (gotong royong), diversity, and social justice. This study confirms that video games are worthy of being positioned as an educational-cultural medium that can expand political education models in the digital era.  

Sekar Farahdila Inabah; Muhammad Solikhin

DHARMA EKONOMI 2026 sekolah Tinggi Ilmu Ekonomi Dharmaputra Semarang

This study aims to describe the concept of Immersive Commerce based on Augmented Reality (AR) in increasing consumer confidence in E-Commerce transactions and to design a conceptual prototype design framework for an AR E-Commerce system with a clear technical flow. The research method uses a literature study through a comprehensive review of AR-based E-Commerce implementations and needs analysis from the perspective of consumer problems and business opportunities. The main problem identified is consumer hesitation in purchasing products online due to limited visualization that relies solely on product photos, causing fears about differences in shape, size, and quality of goods. The research results produced a conceptual framework that includes an integrated system architecture with a frontend layer (AR visualization engine), backend layer (product database and 3D asset management), and integration layer, as well as a systematic user flow design from the discovery to the decision phase. Based on simulations using literature data, the designed framework has the potential to increase customer engagement by up to 169%, conversion rates by up to 11 times, and reduce product return rates by up to 50%. The benefits of this research include digital dimensions through E-Commerce technology innovation, social dimensions by increasing consumer trust and reducing product fraud, and environmental dimensions through the potential reduction of product returns. This conceptual prototype provides a foundation for digital innovation, social trust building, and environmental sustainability through reduced product returns.

Andri Catur Trissetianto; Muhlis Muhlis; Aji Priyambodo

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The integration of Augmented Reality (AR) technology into higher education has emerged as a promising approach to enhance collaborative learning experiences. This study aims to design and evaluate an AR multimedia framework that facilitates real time interaction and spatial visualization, creating immersive and engaging learning environments for students. The AR framework was developed with a focus on improving student engagement, collaboration, and learning outcomes through interactive 3D models and real time feedback. By leveraging AR technology, the study sought to address common challenges in traditional learning environments, such as limited student interaction and engagement, and lack of real time feedback. The experimental evaluation involved two student groups: one using the AR-based system and the other using conventional multimedia tools. Findings revealed that students using the AR framework showed significant improvements in engagement, interaction frequency, and collaborative task performance. Additionally, the AR framework contributed to better learning outcomes, including enhanced comprehension, retention of complex concepts, and improved problem-solving skills. The study also highlighted the importance of incorporating a user-centered design approach in developing AR applications to ensure that the system meets the needs and preferences of learners. Qualitative feedback from students indicated that the AR system provided an enriched learning experience, although challenges such as interface navigation were noted. Overall, the study demonstrates the effectiveness of AR in fostering collaborative learning and offers practical insights for its integration into higher education curricula. Future research should explore the integration of AR with other immersive technologies to further enhance collaborative learning experiences.

Susanti Maysura; Suryani Pulungan; Sabarita Br Tarigan; Anita Adinda

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of digital technology and the demands of 21st-century learning require teachers to implement meaningful and student-centered learning through an immersive learning approach. However, many elementary school teachers still face limitations in understanding the concept of immersive learning and utilizing technology-based learning media, especially three-dimensional (3D) and Artificial Intelligence (AI)-based media. Therefore, this Field Study activity aims to improve the knowledge and skills of teachers and students in implementing immersive learning through the use of 3D-based learning media and AI technology at the UPTD of SD Negeri 155684 Lubuk Tukko 1, Pandan District. The activity was implemented through a four-day workshop involving teachers and students, using an approach of socialization, demonstrations, hands-on practice, discussion, and reflection. The workshop materials covered the concept of immersive learning, the use of 3D-based learning media, gamification of learning through 3D Media applications, and the use of Artificial Intelligence in developing teaching materials and learning media. Evaluation of the activity was conducted through pre- and post-tests, participant observation, and analysis of the resulting learning products. .The results of the activity showed an increase in teachers' understanding and skills in designing and implementing technology-based immersive learning. Teachers were able to produce interactive learning media, teaching modules, and evaluation questions using 3D media, 3D media, and AI. Furthermore, this activity also increased teachers' motivation, creativity, and awareness of the importance of digital literacy in learning. This Field Study activity made a positive contribution to improving teacher competency and supporting the creation of more innovative, interactive, and relevant learning that reflects the characteristics of 21st-century learners.

Adrian Syaputra; Fhina Ardini; Neni Neni

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study discusses the development of narratives on Islamic morality and history through interactive audiovisual media as an effort to address the learning needs of the digital generation that demands high engagement, engaging visualizations, and immersive learning experiences. Based on library research methods, this study examines literature on narrative pedagogy, Islamic historiography, and digital learning technology to formulate a narrative model that integrates cognitive, affective, and interactive aspects. The review shows that although audiovisual media and technologies such as AR/VR have been proven to increase student motivation and understanding, studies specifically combining narratives on morality, Islamic history, and interactivity design are still limited. This study proposes a participatory narrative model based on interactive audiovisual through choice-based storytelling, reflective quizzes, and micro-scenarios that can strengthen historical understanding while internalizing moral values. The analysis shows that interactive media serves not only as a means of conveying information but also as a space for moral experience that allows students to build empathy, reflection, and value awareness. This study provides theoretical contributions to the development of narrative pedagogy in Islamic education and provides practical recommendations regarding media design, teacher readiness, and infrastructure support for the implementation of more effective and meaningful digital learning.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Gracia Natalia Nugroho; Wiwin Gita Bone; Yesika Mangasse Tandisau; Ira Oktavia; Febrianti Febrianti

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to comprehensively identify and map various models, strategies, and approaches to Christian Religious Education (CRE) learning that integrate digital technology with Christian values and their relevance to the formation of moral character in Generation Z, and to analyze Christian principles that need to be maintained along with innovative learning strategies to overcome the moral challenges of Generation Z in the digital era. This research uses a literature review method by analyzing 25 scientific journal articles published in 2023-2025 through thematic analysis techniques. The results show that there are five models of digital technology integration in CRE learning: platform-based digital learning, contextual-digital learning, collaborative-participatory learning, artificial intelligence-based learning, and hybrid learning. Implementation strategies include the use of interactive multimedia content, social media ministry, online learning communities, digital project-based learning, and immersive technology. Christian principles that need to be maintained include the supremacy of God's Word, learning centered on relationship with God, the importance of faith community, digital integrity, and balance between digital and direct spiritual experiences. This research provides theoretical contributions in the form of comprehensive mapping of technology integration in CRE and practical contributions in the form of recommended learning strategies that can be implemented to shape the moral character of Generation Z in the digital era.  

Angga Madona; Sri Rahayu; Yevi Grata Putra; Tata Sutabri

International Journal of Computer Technology and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This study aims to analyze the implementation of Metaverse technology as a medium for socializing religious moderation at the Palembang Religious Education and Training Center. Using a qualitative approach, this research explores how Metaverse can facilitate the dissemination of religious moderation values and its potential in improving the understanding of balanced, tolerant, and inclusive religious practices among participants. Data was collected through interviews, observations, and document analysis. The research findings show that Metaverse offers a dynamic and immersive platform to deliver training and discussions on religious moderation, allowing participants to interact more deeply with the material presented. However, challenges such as limited access to technology and understanding of the virtual environment were also found. This research highlights the need for further adaptation and support to maximize the effectiveness of this technology in building religious moderation.

Umi Salamah; Yuni Eka Fajarwati; Mohammed Dawood Ansari

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study investigates the effectiveness of Augmented Reality (AR) based activities in supporting vocabulary retention, motivation, and engagement in foreign language learning. A quasi-experimental design with a pre-test–post-test control group was employed, involving university students enrolled in English as a Foreign Language (EFL) courses. The experimental group engaged in AR-supported vocabulary learning, while the control group used conventional methods such as flashcards and text-based materials. Data were collected through vocabulary tests, motivation and engagement questionnaires, and classroom observations. The findings indicate that AR significantly enhanced vocabulary retention, with students in the experimental group outperforming those in the control group. AR also increased learners’ motivation by providing immersive and enjoyable learning experiences, and it fostered greater engagement as students actively interacted with digital media. These results support the integration of AR into language learning as an effective instructional approach that combines contextualization, interactivity, and gamification. The study contributes to the growing body of research on technology-enhanced learning and highlights the pedagogical potential of AR in modern language education.

Neli Permatasari; Hilda Mardiyana; Kurniasari Ambar; Kurniasari Sulistyorini; Rina Hidayati Pratiwi

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The topics of morphology, anatomy, and physiology are integral to biology learning, yet they often present challenges for students due to their abstract and complex nature. Difficulties in understanding body structures and invisible biological processes lead to low student interest and engagement. This study aims to identify innovative learning approaches through an analysis of national scientific literature over the past decade. The results show that the integration of digital technology and student-centered learning methods can improve conceptual understanding and learning motivation. The most prominent innovations include the use of VR and AR-based media to clarify visualizations, the use of interactive videos and simulations to explain biological functions, and the application of contextual learning models such as Problem-Based Learning (PBL) and Project-Based Learning (PjBL). These approaches have proven effective in creating a more immersive learning experience that is relevant to students' needs.

Riri Rianza; Suriadi Sirait; Gusron Gusron; Muhamad Adystia Sunggara; Syafri Hariansah

Mahkamah : Jurnal Riset Ilmu Hukum 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This research examines legal protection against child sexual exploitation through Augmented Reality (AR) and Virtual Reality (VR) technologies, which are increasingly developing in the digital era. AR combines virtual elements with the real world, while VR creates a fully immersive environment. Both offer positive opportunities and serious risks, including new crime modes such as the creation of avatars or virtual models of children for sexual purposes, grooming in virtual spaces, and the distribution of immersive child pornography. Anonymity, the difficulty of age verification, the lack of digital literacy, and the forensic challenges of 3D content are significant obstacles to law enforcement. Existing regulations, including Law No. 17 of 2016 concerning Child Protection, Law No. 1 of 2024 concerning the Second Amendment to the ITE Law, and Law No. 12 of 2022 concerning the TPKS, have provided a strong legal basis, but do not specifically regulate AR/VR technology. A normative juridical research method with a statutory and conceptual approach is used to analyze existing norms, regulatory gaps, and their relevance to international standards such as the Budapest Convention and the Lanzarote Convention. The research findings emphasize the urgency of adaptive regulatory updates to technological developments, the implementation of cybersecurity standards, mandatory age verification, and strengthening the capacity of law enforcement officers in digital investigations and AR/VR forensics. Cross-border and cross-sector collaboration is needed to expedite notice and takedown mechanisms and close legal loopholes exploited by perpetrators. These efforts are expected to create a safe digital environment for children and increase the effectiveness of legal protection in the realm of immersive technology.

Raihan Fahrezy; Desrina Ratriningsih

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The digital design of cultural museums with an interactive and educational approach in Indramayu Regency aims to present a modern, innovative, and interesting cultural preservation space. This concept was born from the urgent need for a means that are able to preserve, document, and promote local cultural wealth in the midst of the rapid flow of globalization. The lack of cultural literacy among the public, especially the younger generation, as well as the loss of historical objects due to inadequate storage facilities, are the main reasons for the importance of developing digital-based museums. Through an interactive approach, visitors can actively engage with cultural collections using advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive multimedia. This technology provides an immersive, engaging, and personalized learning experience, so that visitors not only see, but also virtually experience the richness of the culture on display. Meanwhile, the educational approach is designed to create an informative, collaborative, and fun learning environment, which is highly relevant for learners and the younger generation as the successors of cultural preservation. Indramayu Regency, known for its long history, maritime traditions, and distinctive coastal culture, has great potential to become a center for cultural education. This digital museum will utilize digital technology to document cultural narratives in depth, so that it can be accessed not only by local people, but also national and international tourists. With its strategic location in the city center, the presence of this museum is expected to encourage the participation of the public and tourists in understanding, appreciating, and preserving the local culture of Indramayu. Apart from being an educational facility, this museum is expected to be able to become a driver of local tourism that makes a positive contribution to the economy of the surrounding community. Digital cultural museums are not only a place for preservation, but also a symbol of a strong regional identity, reflecting the synergy between technological innovation and commitment to cultural sustainability in the modern era.

Elma Ayu Pratama; Siti Aisyah; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to investigate the effectiveness of utilizing Augmented Reality (AR) technology in Science and Social Studies (IPAS) learning, specifically focusing on local wisdom material, to enhance the learning interest of fourth-grade students at SD 4 Srobyong. Conventional teaching methods often face challenges in fostering student enthusiasm for abstract or culturally specific material. AR, with its ability to integrate the real world with virtual elements interactively, offers significant potential to overcome these problems. The subjects of this study were fourth-grade students at SD 4 Srobyong. Data were collected through observation, a learning interest questionnaire, and interviews. The results indicate that the implementation of AR in IPAS learning, particularly for local wisdom topics, creates a more immersive and engaging learning experience, which significantly correlates with an increase in students' learning interest. It was found that students participated more actively in learning activities, demonstrated higher curiosity, and had a better understanding of concepts related to their local heritage.

Silvia Fardila Soliha; Yosep Aditya Wicaksono

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Web-Based Augmented Reality (AR) is an emerging interactive technology that is increasingly adopted in the fields of visual communication design and digital education. This study aims to analyze trends in the use of Web-Based AR within interactive design contexts and to identify user preferences regarding its features. The research employs a literature review and secondary data analysis, drawing from academic publications, industry reports, and online surveys conducted between 2019 and 2024. The findings reveal a significant increase in the adoption of Web-Based AR both globally and in Indonesia. Key factors driving adoption include interactivity without installation, cross-device compatibility, and rapid browser-based access. Trend diagrams, comparative tables of AR platforms (such as 8thWall, ZapWorks, and WebXR API), and user preference visualizations are presented to support the analysis. The study discusses technological challenges, adoption gaps, and design implications, particularly in education and marketing. Limitations include reliance on secondary data and limited geographic scope. The study’s outcomes are expected to serve as a reference for interactive content developers, educators, and researchers in designing inclusive and adaptive AR-based user experiences.

Ima Rosila; M. Ali Ghufron

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The advancement of information and communication technology has revolutionized educational paradigms, demanding the presence of innovative and contextual learning methods. One transformative approach that is increasingly being adopted in the context of elementary education is the Virtual Field Trip (VFT) a digital-based field trip simulation that allows students to explore various educational locations virtually. This article aims to thoroughly analyze the implementation of VFT in elementary-level learning using a qualitative approach based on grounded research and life-history methods. Through observation techniques, in-depth interviews, focus group discussions, and the analysis of digital and audiovisual documents, this study reveals three main findings:  (1) VFT can broaden students' horizons and sharpen their imagination by virtually bridging real learning experiences; (2) This approach enhances student engagement and enthusiasm through immersive visual and interactive presentations; and (3) Learning becomes more meaningful and contextual, as students can understand concepts directly and in an applied manner. The analysis shows that VFT is not only a pedagogical solution to physical and geographical limitations but also a strategic tool to promote critical thinking, global awareness, and cross-cultural understanding from an early age. Nevertheless, the effectiveness of VFT implementation is highly influenced by technological readiness, educators’ digital competence, as well as institutional and parental support. Therefore, a comprehensive and adaptive implementation strategy is needed to optimize the potential of VFT as an inclusive and sustainable future learning instrument in elementary schools.

Khaeriyah Khaeriyah; Nurasia Natsir

Journal of Administrative and Sosial Science (JASS) 2025 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

This study explores the vital role of families in shaping social values among children and adolescents within the increasingly dominant digital environment. Digital technology has transformed communication patterns and modes of cultural transmission, presenting new challenges for families in instilling core values while navigating technological influences. Using a qualitative case study approach, this research involved 15 Indonesian families from diverse socioeconomic backgrounds. Data collection methods included in-depth interviews, observations, and media diaries to understand the dynamics of value transmission in digital contexts.The findings reveal that family communication patterns—whether conversation-oriented, conformity-oriented, or laissez-faire—significantly influence children’s internalization of values. Effective strategies identified include parental digital co-learning, value-based guidance, and the promotion of critical media literacy. Major challenges include value conflicts between family teachings and digital culture, concerns over cultural preservation, and competition for children’s attention due to immersive technology.Nevertheless, the study also found that families can strategically leverage technology to reinforce values through careful media selection, engagement in meaningful digital activities, and fostering intergenerational connections. In conclusion, while families remain crucial socializing agents, the successful transmission of values requires thoughtful adaptation of traditional practices to meet the realities of the digital age.

Arek Satria; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The application of Virtual Reality (VR) based on the Metaverse in education is an innovation that can enhance the quality of learning by providing a more interactive and immersive learning experience. This article discusses the development of VR-based learning integrated with the Metaverse using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Through the stages of analysis, design, development, implementation, and evaluation, VR and Metaverse-based learning can be tailored to students' needs, creating a more flexible and collaborative learning experience. The use of this technology allows students to learn independently or in groups, while improving practical skills and creativity. This study shows that by applying the ADDIE model, VR and Metaverse-based learning can be more effective in increasing student motivation and learning outcomes, addressing the challenges of education in the future.

Alfina Camellia

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of digital technology brings great opportunities in the world of education, especially in the health sector. Augmented Reality (AR) is one of the technological innovations that is able to integrate virtual objects into the real environment in real-time, providing a more immersive and interactive learning experience. This article aims to explore the integration of AR in anatomy learning based on literature studies from international journals. Using a qualitative approach based on literature studies, this study examines various findings from foreign scientific journals regarding the effectiveness, challenges, and potential of using AR in anatomy education. The results of the study show that AR is able to improve students' visual understanding, learning engagement, and information retention. However, there are also challenges in terms of development costs, technology access, and teacher readiness. AR has great potential as a medium for anatomy learning in the digital era, but its implementation requires adequate infrastructure and training support.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.