Fisika merupakan ilmu sains yang dibutuhkan dalam kehidupan sehari-hari, tetapi fisika menjadi pelajaran yang kurang digemari oleh siswa. Pembelajaran fisika kurang digemari karena metode dan media yang digunakan guru terlalu monoton, sehingga dibutuhkan pembelajaran yang menyenangkan seperti gamifikasi. Mengatasi permasalahan tersebut sehingga dikembangkan game edukasi augmented reality yang dikemas dalam aplikasi BRIGFAT. Aplikasi ini dilengkapi dengan video animasi dan 8 mini game augmented reality yang menghadirkan objek 3D di hadapan pengguna sehingga mampu meningkatkan minat belajar siswa. Tujuan penelitian ini adalah mengembangkan game edukasi android berbasis augmented reality serta mengetahui pengaruhnya terhadap peningkatan minat belajar siswa. Penelitian ini merupakan pengembangan media yang menggunakan model ADDIE dengan instrumen penelitian menggunakan lembar validasi serta angket uji coba media. Materi dikembangkan sesuai dengan standar kompetensi, sedangkan media dikembangkan berdasarkan hasil pada tahap analisis yang kemudian dikembangkan dalam bentuk game augmented reality yang dilengkapi dengan game simulasi, video pembelajaran, modul, dan self-assessment. Berdasarkan hasil penelitian berupa validasi ahli materi diperoleh hasil 82,5%, validasi soal 77,36%, validasi media 90,97%, dan validasi bahasa 95,14%. Berdasarkan hasil penelitian, hasil analisis angket uji coba BRIGFAT kepada kelompok kecil siswa SMA, dan pembahasan maka BRIGFAT sudah valid digunakan sebagai media game edukasi pendamping pembelajaran kinematika.Physics is a science that is needed in everyday life, but physics is the subject that is least favored by students. Based on the research results, learning physics is less popular because the methods and media used by the teacher are too monotonous and unattractive. Therefore, it takes fun learning such as gamification. Overcoming these problems, the author developed an augmented reality educational game packaged in the BRIGFAT application. This application is equipped with animated videos and 8 augmented reality mini-games that present 3D objects in front of the user to increase student interest in learning. This research is a media development using the ADDIE model with research instruments using media and material validation sheets and media test questionnaires. The material is developed following competency standards, while the media is developed based on the results at the analysis stage which is then developed in the form of an augmented reality game equipped with simulation games, learning videos, modules, and self-assessment. Based on the results of the research in the form of material expert validation, the results obtained were 82.6%, question validation was 70.83%, media validation was 91.25%, and language validation was 95%. Based on the research results, the results of the BRIGFAT test questionnaire analysis to a small group of high school students, and the discussion, BRIGFAT has been validly used as an educational game media to accompany kinematics learning.