This study aims to develop KARINA (National Interactive Card) learning media based on Augmented Reality (AR) to improve students’ learning outcomes on the topic of traditional clothing for third-grade students. The study employed a Research and Development (R&D) method adapted from the four-dimensional (4D) development model, comprising the stages of define, design, develop, and disseminate. The research involved six students in a small group test and 23 students in a large group test. Data were collected using both testing and non-testing instruments. Testing instruments included pre-tests and post-tests, while non-testing instruments consisted of interviews, questionnaires, and documentation studies. Data analysis was performed using Shapiro–Wilk tests for normality, paired-sample t-tests, and N-Gain calculations with SPSS 31. Validation results indicated that the learning media is in the very feasible category, with scores of 88% from material experts and 93% from media experts. The effectiveness of the media was demonstrated by significant improvements in learning outcomes: in the small group test, the average score increased from 57.5 to 85 (N-Gain = 0.62), while in the large group test, it increased from 67.3 to 89 (N-Gain = 0.57). Both results are categorized as quite effective. These findings indicate that AR-based Interactive Cards are effective in improving students’ conceptual understanding and learning outcomes in Pancasila Education.
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