This study aims to develop Augmented Reality-based "Math Flashcard" learning media to enhance the numeracy literacy of fifth-grade elementary school students. Beyond producing the media itself, the study seeks to determine the media's validity, practicality, and effectiveness. It employs the Research and Development (R&D) method using the ADDIE model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of two teachers and 39 fifth-grade students from SDN Ngletih, Kediri City. Data collection techniques included interviews, questionnaires, expert validation sheets, and pre-test and post-test assessments. Data analysis utilized descriptive percentage analysis to measure validity and practicality, while effectiveness was evaluated using a Paired Sample t-Test. The results indicate that the developed media achieved an average validity score of 92%, placing it in the "highly valid" category. Practicality tests yielded a combined score of 90.82% in the limited-scale trial and 93.73% in the large-scale trial, classifying the media as "highly practical." The media's effectiveness was demonstrated by an increase in the students' average score from 60 on the pre-test to 84 on the post-test. The Paired Sample t-Test results showed a significance value of p < 0.001, indicating a significant improvement in learning outcomes following the use of the media. The novelty of this research lies in the cards' distinct themes, the inclusion of music, the ability to rotate the media in any direction, and the provision of explanations regarding 3D shapes on each card.
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