Indonesia has a variety of cultural diversity, one of which is batik. However, many Indonesian people need to become more familiar with Batik Motifs because the interest in studying batik motifs is meager, especially among students. The development of this learning media is based on the limitations of the learning media for the Magetan batik material at the Tawanganom 2 Magetan Elementary School. This research was conducted using the Multimedia Development Life Cycle method. The development consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. The implementation results are BATAR (Batik Augmented Reality) applications made for smartphone users with the Android operating system. The content in BATAR application contains learning materials that explain batik motifs. Based on trials conducted by six respondents who are students, the total SUS test score obtained is 485, with an average SUS score of 81. Based on these average results, it can be concluded that the level of system usability is included in the "excellent" category or "very good" and is worthy of being used as a learning medium for the introduction of Magetan Batik handicraft products.

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