The development of technology in the digital era has a significant impact on various aspects of life, including education. One technology that has great potential to advance the field of education is augmented reality (AR). This study aims to create interactive learning media using augmented reality (AR) technology to teach about traditional Nusantara houses. The research method uses the Multimedia Development Life Cycle (MDLC) model with the Unity Engine, Vuforia, and Blender software tools. The study results are in the form of an Augmented Reality application in the learning media of the Traditional Nusantara House as a substitute for conventional learning to be more interactive. The resulting AR application was tested in an elementary school environment using an experimental method with treatment and non-treatment techniques. The results of the experimental method test for the non-treatment group were an average of 58.57, and the average value of the treatment group was 98.57. The AR application of the Traditional Nusantara House in learning has influenced students' learning interests and effectiveness. AR-based learning media effectively preserves cultural heritage and increases student involvement and understanding.Perkembangan teknologi di era digital memberikan dampak signifikan dalam berbagai aspek kehidupan, termasuk pendidikan. Salah satu teknologi yang memiliki potensi besar memajukan bidang pendidikan adalah augmented reality (AR). Penelitian ini bertujuan untuk membuat media pembelajaran interaktif menggunakan teknologi augmented reality (AR) untuk mengajarkan tentang rumah adat Nusantara. Metode penelitian menggunakan model Multimedia Development Life Cycle (MDLC) dengan alat bantu perangkat lunak Unity Engine, Vuforia, dan Blender. Hasil penelitian berupa aplikasi Augmented Reality media pembelajaran Rumah Adat Nusantara sebagai pengganti media pembelajaran konvensional menjadi lebih interaktif. Aplikasi AR yang dihasilkan diuji di lingkungan sekolah dasar menggunakan metode eksperimen dengan teknik treatment dan non treatment. Hasil pengujian metode eksperimen untuk kelompok non treatment yaitu rata-rata 58,57 dan rata-rata nilai kelompok treatment yaitu 98,57. Penggunaan aplikasi AR Rumah Adat Nusantara dalam pembelajaran terbukti mempengaruhi minat belajar dan keefektifan belajar siswa. Media pembelajaran berbasis AR efektif melestarikan warisan budaya dan meningkatkan keterlibatan dan pemahaman siswa.