This research is motivated by the lack of optimal social studies learning in grade IV of SDN Karangrejo 4 Jember, which is caused by the lack of interest and interest of students in the material, due to the lack of variety in the use of innovative learning media. The purpose of this study is to determine the development process as well as the validity, effectiveness, and practicality of smart box learning media based on Augmented Reality Assemblr EDU in the subject of IPAS of Indonesian cultural wealth material. The type of research used is Research and Development (R&D) research with the Borg and Gall model which includes eight stages. The subjects of the study were 26 students of grade IV of SDN Karangrejo 4 Jember. Data was collected through interviews, tests, questionnaires, observations, and documentation, with interview sheet instruments, validation sheets, learning outcome test sheets, student response questionnaire sheets, and learning observation sheets. The data analysis techniques used are validity tests, reliability tests, product effectiveness tests, and practicality tests. The results showed that this learning media obtained a validity value of 93.33 in the "very feasible" category, the product effectiveness test obtained an average N-Gain value of 0.71 with the "high" interpretation category, and an average N-Gain of 70.70 with the "quite effective" category, and the practicality test obtained a score of 89.71 with the "very effective" category. Based on these results, it can be concluded that Augmented Reality-based smart box learning media meets valid, effective, and practical aspects. Keywords: Learning Media, smart box, Augmented Reality, IPAS, Indonesian cultural wealth
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