The Impact of AR Flashcards on Elementary Students’ English Learning Motivation
DOI:
https://doi.org/10.63461/synterra.v11.288Keywords:
Augmented Reality, Flashcards, Learning Motivation, English, Elementary School StudentsAbstract
English proficiency is important in the globalization era, yet elementary students often show low motivation. Observations at SDN 101/II Muara Bungo reveal that learning feels monotonous because teaching is still teacher-centered. AR Flashcards, which combine visual, audio, and 3D elements, are expected to improve motivation. This study examines the influence of AR Flashcards on the English learning motivation of sixth-grade students using a quantitative One-Group Pretest-Posttest design. The subjects were 31 students with a 30-item motivation questionnaire. Data were analyzed using validity, reliability, Shapiro-Wilk, and Wilcoxon tests. The results show that AR Flashcards did not significantly affect motivation (p = 0.024 > 0.05). Other factors, such as limited teaching variation and minimal play strategies, contributed to low motivation, indicating that technology must be supported by creative teaching approaches









