Learning the history of the Indonesian archipelago in Social and Natural Sciences (IPAS) at the elementary school level often faces challenges as the material is considered abstract, monotonous, and teacher-centered, leading to low student motivation and an average history test score of 67.5 (below the mastery criteria of 75) at SDN 163 Gresik. This study aims to develop and evaluate the effectiveness of the "DINASTI" board game as an innovative learning media that integrates physical mechanics with QR Scanner technology, Augmented Reality (AR) 3D visualization, and an AI Chatbot acting as an adaptive virtual tutor. The research method employed was Research and Development (R&D) using the ADDIE model, involving 21 fourth-grade students as trial subjects, with data gathered through learning outcome tests, expert validation questionnaires, and System Usability Scale (SUS) surveys. The results indicated that quantitative validation by media experts declared the product Highly Feasible/Highly Valid with a cumulative average score of 4.67 out of 5.00. Furthermore, the usability test via SUS yielded an average score of 78.81, placing it in the Acceptable category with a grade B+ and a Good predicate. In conclusion, the DINASTI learning media proved significantly effective in improving students' learning outcomes while successfully maintaining face-to-face social interaction in the classroom.
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