Sub-optimal learning outcomes have been observed, often attributed to monotonous educational processes that struggle to retain students' focus and stimulate active participation. This study investigates the potential influence of Augmented Reality (AR) on student motivation, utilizing a time series analysis approach. The primary objectives include assessing the impact of AR on student learning outcomes and identifying the most suitable model for elucidating this relationship. The central research question is: can the implementation of AR enhance student motivation in elementary education? A time series design with a quantitative methodology was employed, involving a cohort of 29 fourthgrade students in Indonesia. Data collection was conducted through a Likert scale questionnaire. Four trend models were tested: the Linear Trend Model, Quadratic Trend Model, Growth Curve Model, and S-Curve Trend Model. The analysis of the collected data, tabulated and analyzed based on the established time series, suggests a positive correlation between AR technology implementation and student motivation. An upward trend in learning motivation was observed following the consistent application of AR technology in educational activities. Among the tested models, the Quadratic Trend Model demonstrated the least error estimate, with MAPE at 1.39, MAD at 1.08, and MSD at 1.44, suggesting it as the most suitable for further analysis related to the predictive power of student learning motivation in this context. This study advocates for the utilization of AR technology as an alternative method in classroom learning activities. The integration of learning content with game-like elements within a realistic world was observed to elicit student interest and enthusiasm. This approach is particularly recommended for educators seeking to enhance their students' learning motivation.