Dewi Apriliyanti
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LexiAR Quest: An Augmented Reality Flashcard in Teaching English Vocabulary Natasya Salsabila Siti Muzdalifah Sumpono; Acep Haryudin; Dewi Apriliyanti
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

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Abstract

This study aims to develop and evaluate LexiAR Quest, an Augmented Reality (AR)-based 3D flashcard for thematic vocabulary learning using the ADDIE model. The study employed a Research and Development (R&D) design involving eleventh-grade students at a senior high school in Bandung Regency, West Java. Data were collected through expert validation sheets, student questionnaires, and classroom observations used to identify implementation challenges. The findings revealed that the developed media was categorized as very feasible, obtaining an expert validation result of 91.53. The limited try-out and field test results further indicated that the media was practical and positively received by students, particularly in terms of usability, visual attractiveness, and vocabulary comprehension. Furthermore, the implementation process revealed several challenges, particularly in terms of audio clarity, internet stability, and technical accessibility. Some students experienced difficulties when accessing AR features, while occasional system errors affected the smoothness of classroom activities. For future research, it is recommended to develop AR-based learning media with more flexible accessibility and lower dependence on internet connectivity to improve its applicability across different educational settings.