This study aimed at developing an application for elementary science education that uses Augmented Reality to integrate culture (folklore) and science knowledge. The application was called SABAR (that stands for Satua Bali (Balinese folklore)-Augmented Reality). It was developed by using the ADDIE model. The analysis stage was carried out by a FGD. At the design stage, SABAR blueprint was prepared, science concepts related to the selected folklore were mapped, the content was drafted, and the initial draft was prepared. At the development stage content validation, practitioners consultation, and feasibility testing were carried out. The results of expert judgment were then analyzed using Aiken's validity index. Then a questionnaire was distributed to 10 elementary school teachers and 100 elementary school students from Denpasar City. The implementation stage was carried out in one-shot case study. The try-out involved one class with 30 students, namely the fifth grade of Public Elementary School No 29 Dangin Puri, Denpasar. The variable tested was scientific literacy. The data were analyzed using one-sample t-test. The final stage was evaluation. The result of the content validity test showed that SABAR has high validity coefficient. The responses of the practitioners and students showed that SABAR is easy to use, attractive, and helps students in learning. The analysis of one-sample test showed that p-value = 0.000. In other words, there is a difference in the elementary school students' scientific literacy when they learned science by using the application. This study needs to be continued with a wider range of population.