Tenth-grade students of the Mechanical Drawing Design program at a state vocational high school in Bekasi, Indonesia, had difficulty understanding sectional views; 15 of 26 students scored below the minimum mastery criterion of 75. This study aimed to develop an Android-based augmented reality learning medium for sectional views and to test its feasibility. The study followed a research and development design using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The markerless application was built with Blender, Canva, Unity, and Vuforia. Feasibility was assessed with Likert-scale questionnaires completed by one subject-matter expert, one media expert, three students in a readability test, and 26 students in a field trial, and the data were analysed descriptively. The subject-matter expert gave a score of 95%, the media expert 92.5%, the readability test 92%, and the field trial 88.1%, all within the very feasible category. In the field trial, the lowest item score concerned the support of three-dimensional views for understanding concepts (85.4%) and the highest concerned the match between practice questions and content (90.8%). The medium is feasible as a supporting tool for teaching sectional views in vocational high schools.
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