Learning about Indonesian cultural diversity in primary school, particularly traditional clothing and traditional houses, still relies heavily on textbooks and worksheets, leaving students with only static visual illustrations. This condition contributes to low learning outcomes and limited student engagement during lessons. This study aims to describe the validity, practicality, and effectiveness of an Augmented Reality (AR) flashcard as an alternative medium for learning Indonesian cultural diversity. The study applied the Research and Development method using the ADDIE model, covering analysis, design, development, implementation, and evaluation. Data were collected through observation, interviews, and questionnaires, then analyzed descriptively in qualitative form for product revision and descriptively in quantitative form to calculate the percentages of validity, practicality, and effectiveness. The results show that the media obtained a validity score of 87 percent, a practicality score of 89.5 percent, and an effectiveness score of 88.5 percent, all falling into the very good category according to the criteria used. The AR flashcard medium is proven suitable as an alternative social studies learning medium that helps students understand Indonesian cultural diversity in a more concrete and interactive way.
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