Augmented Reality (AR) is a type of learning media that combines virtual and real worlds in real-time. It can make it easier for students to visualize the phenomena. This research aimed to measure flashcard-based AR’s effectiveness based on scientific literature. This research used a quasi-experimental method using a post-test-only control group design, and the participants were 60 college students at Universitas PGRI Adi Buana Surabaya. Data in the research were collected through tests to determine students’ scientific literacy skills, including aspects of knowledge and competence in analyzing scientific phenomena, connecting physics concepts to existing phenomena, and interpreting data or scientific evidence and questionnaires. The data were analyzed by calculating the average test score according to scientific literature and the percentage of user satisfaction. Based on the research, using flashcard-based augmented reality could increase the students’ scientific literacy.
 Keywords: augmented reality; learning media; scientific literacy