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Index Card Match Learning Model Integrated with Flipped Classroom to Improve Conceptual Understanding Swasti, Awidhia Wandi Puri; Budiyanto, Mohammad; Purnomo, Aris Rudi
Jurnal Pendidikan MIPA Vol 23, No 2 (2022): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

This research aimed at improving students' conceptual understanding of the excretory system through index card match learning model (ICMLM) integrated with the flipped classroom. This study conducted a pre-experimental with One Group Pre-test-Post-test Design involving 16 students of Junior High School Muhammadiyah 7 Gresik grade VIII within a-twice meeting during limited face-to-face learning. The instruments consisted of pre-test and post-test, learning observation sheets, and questionnaires for student responses. Data collection used test and questionnaire method. Cognitive data analysis of concept understanding using t-test and N Gain. The t-test result obtained a score of 0.000. Besides, the N-Gain test revealed an average score of 0.75, characterized in the high category. This test showed that students' understanding of concepts in detail is increased, namely, 7 students in the medium category and 9 students in the high category. Student responses after treatment were considered very good, with a percentage of 86.45%. Keywords: concept understanding, flipped classroom, index card match learning model. DOI: http://dx.doi.org/10.23960/jpmipa/v23i2.pp505-518
Penerapan Model Creative Problem Solving berbasis STEAM untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa Maflahah, Chadhirotul; Purnomo, Aris Rudi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.44038

Abstract

This studi aims to analyze the improvement in students’ problem-solving skills through a STEAM-based creative problem-solving learning model in science education at the junior high school level. The type of research used is quantitative descriptive, employing a one-group pretest-posttest design involving 28 ninth-grade students from Class IX B at SMP Negeri 11 Gresik. The research results were obtained from the students’ pretest-posttest answer sheets in the learning process, which consisted of 8 essay questions. This study shows that students' problem-solving skills improved, with an N-Gain score of 0.6 (moderate category) and a Wilcoxon test with a significance level of <0.001. This indicates that the STEAM-based creative problem-solving learning model can enhance the problem-solving skills of junior high school students.
From Prompt to Pedagogy: Designing AI-Generated Science Comics Through ChatGPT to Employ Critical Thinking Skills Purnomo, Aris Rudi; Asteria, Prima Vidya; Abidin, Muhamad Rois; Carreza, Arqoma Nurveda; Sohnui, Suhailee
International Journal of Educational Management and Innovation Vol. 7 No. 2 (2026): in press
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijemi.v7i2.14685

Abstract

Background/purpose. In science learning, critical thinking skills are essential indicators for delivering deep learning. In doing so, teaching alone is not enough to make students acquire the skills. Therefore, teachers need media such as e-comics for use in their classrooms. In this study, we examine the use of ChatGPT 4.0 as a tool for automatically generating visual representations from prompts to bring out the essence of critical thinking skills. Materials/methods. This study used Design and Development Research (DDR), including needs analysis, design, and development, and expert validation. The instruments were a questionnaire and a validation rubric. The data were analyzed descriptively, considering the number of questionnaire items selected. A validation rubric is used to gain expert judgment over the quality of the e-comic developed using ChatGPT. Results. The findings indicate that “Cells” (67%) and “Pollution” (65%) were perceived as the most difficult topics. The developed e-comic was rated highly valid in terms of content, while minor improvements were suggested for media aspects such as engagement and visual consistency. The study also resulted in an AI-Prompted Comic Design Framework consisting of five stages, namely, need analysis, narrative design, prompt engineering, AI-based visual generation, and expert validation. Conclusion. The study demonstrates that ChatGPT can be effectively used to develop structured, visually consistent e-comics for science learning. The proposed framework provides practical guidance for integrating AI into instructional media design to support students’ critical thinking. However, the effectiveness of the e-comic in improving learning outcomes requires further investigation in future studies.