Letter Comes Alive: Enhancing Reading Skills Using Augmented Reality Flashcards in Kindergarten Pupils
Authors
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Shaun Elle Margrette F. Penullar
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Bulacan State University - College of Professional Teacher Education, Guinhawa, City of Malolos, 3000 (Philippines)
Article Information
DOI: 10.47772/IJRISS.2026.100400413
Subject Category: Social science
Volume/Issue: 10/4 | Page No: 5804-5813
Publication Timeline
Submitted: 2026-04-17
Accepted: 2026-04-22
Published: 2026-05-12
Abstract
The mastery of letter names and sounds is an important foundation for children’s early literacy success. However, many kindergarten pupils still struggle with basic reading skills. This study, “Letter Comes Alive: Enhancing Reading Skills Using Augmented Reality Flashcards in Kindergarten Pupils,” examined the effectiveness of augmented reality (AR) flashcards in improving early reading skills among non-reader kindergarten pupils. It aimed to explore how interactive tools can support early literacy development. The study used a quasi-experimental design to determine whether augmented reality (AR) flashcards could improve letter-name and sound recognition compared to traditional methods. Guided by theories of constructivist learning theory, experiential learning theory, cognitive theory of multimedia learning, and cognitive load theory. The intervention involved the use of AR flashcards during literacy lessons, in which pupils interacted with animated letters, matched sounds, and simple multisensory activities to support more effective early literacy development. The modified Quick Letter Name Knowledge Assessment and Letter Identification and Sounds Assessment were used for the pretest and posttest assessments to measure kindergarten pupils' progress. The results showed that AR flashcards helped improve recognition of letters and sounds, which increased pupils’ engagement, reduced learning difficulty, and encouraged a more positive attitude toward reading. The teachers and kindergarten pupils found that the AR flashcard was acceptable and useful as a teaching tool. The study adds to existing research on the use of AR in education by providing evidence from a local context. This supports the idea that the use of AR flashcards can help teach material that connects traditional and digital learning.
Keywords
augmented reality, early literacy, kindergarten pupils, reading skills, letter-sound recognition
Downloads
References
1. AIDAR Solutions. (2025, August 30). Top 8 Augmented Reality Education Examples in 2025. AIDAR Solutions. https://aidarsolutions.com/augmented-reality-education-examples-2025 [Google Scholar] [Crossref]
2. Al-Hunaiyyan, A., Al-Hajji, S. A. A., & Badr, A. (2021). The effectiveness of using augmented reality apps in teaching the English alphabet to kindergarten children: A case study in the state of Kuwait. Eurasia Journal of Mathematics, Science and Technology Education, 17(5), em1971. [Google Scholar] [Crossref]
3. Daengku. (2022). Project-based marine thematic learning in early childhood. Daengku Journal of Education, 3(1), 91–96. [Google Scholar] [Crossref]
4. https://jurnal.ahmar.id/index.php/daengku/article/view/1417 [Google Scholar] [Crossref]
5. Department of Education. (2022). Kindergarten Curriculum Guide. DepEd Philippines. https://www.deped.gov.ph/kindergarten-curriculum-guide [Google Scholar] [Crossref]
6. Department of Education (DepEd). (2023). MATATAG K to 10 Curriculum Guide: Kindergarten. Department of Education Philippines. Retrieved from https://www.deped.gov.ph/matatagcurriculumk147/ [Google Scholar] [Crossref]
7. Fokides, E., & Klaoudatou, D. (2025). Using tablets to teach basic literacy skills to kindergarten students: A case study. Applied Sciences, 15(5), 2252. MDPI. https://doi.org/10.3390/app15052252 [Google Scholar] [Crossref]
8. Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall. [Google Scholar] [Crossref]
9. Korosidou, E., & Griva, E. (2024). The effects of augmented reality on very young learners’ motivation and learning of the alphabet and vocabulary. Digital, 4(1), 10. https://doi.org/10.3390/digital4010010 [Google Scholar] [Crossref]
10. Laksana, S. D., Setyosari, P., Praherdhiono, H., Kuswandi, D., Priatna, Y., Abidin, N., Kholis, K., & Hile, A. (2025). Enhancing reading literacy through augmented reality among Indonesian migrant children in Malaysia. Journal of Integrated Elementary Education, 5(2). https://doi.org/10.21580/jieed.v5i2.26498 [Google Scholar] [Crossref]
11. Literacy Resources. (2020). Letter identification and sounds assessment. Heggerty. https://share.google/p9m7sWidnEubNxONB [Google Scholar] [Crossref]
12. Maulida, A. S., Nurlaelah, E., Wahyudin, W., & Turmudi, T. (2024). The effect of experiential learning and directed instructions assisted by augmented reality on students’ self-regulated learning. Infinity Journal, 13(2), 553–568. https://doi.org/10.22460/infinity.v13i2.p553-568 [Google Scholar] [Crossref]
13. Mayer, R. E. (2005). Cognitive Theory of Multimedia Learning. In Cambridge University Press eBooks (pp. 31–48). https://doi.org/10.1017/cbo9780511816819.004 [Google Scholar] [Crossref]
14. Revati, N. (2024). Integrating constructivism, science education, and technology: An investigation into pedagogical strategies, student engagement, and learning outcomes in the digital age. International Journal for Research in Applied Science & Engineering Technology, 12(12) [Google Scholar] [Crossref]
15. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog12024 [Google Scholar] [Crossref]
16. Tortorelli, L. S., Bowles, R. P., & Skibbe, L. E. (2017). Easy as ACHGZRJQ: The Quick letter name knowledge assessment. The Reading Teacher, 71(2), 145–156. https://doi.org/10.1002/trtr.1608 [Google Scholar] [Crossref]
17. UNESCO. (2025). Global Education Monitoring Report 2024/25 – Leadership in Action. UNESCO Publishing. Retrieved from https://unesco.org/gem-report [Google Scholar] [Crossref]
18. Wulandari, R. A., Hafidah, R., & Pudyaningtyas, A. R. (2025). The effect of augmented reality (AR) flashcard on early literacy of early childhood. In Proceedings of the 4th International Conference on Learning Innovation and Quality Education. ACM Digital Library. https://doi.org/10.1145/3452144.3452201 [Google Scholar] [Crossref]
Metrics
Views & Downloads
Similar Articles
- The Impact of Ownership Structure on Dividend Payout Policy of Listed Plantation Companies in Sri Lanka
- Urban Sustainability in North-East India: A Study through the lens of NER-SDG index
- Performance Assessment of Predictive Forecasting Techniques for Enhancing Hospital Supply Chain Efficiency in Healthcare Logistics
- The Fractured Self in Julian Barnes' Postmodern Fiction: Identity Crisis and Deflation in Metroland and the Sense of an Ending
- Impact of Flood on the Employment, Labour Productivity and Migration of Agricultural Labour in North Bihar