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The Impact Of Artificial Intelligence Integration On Students’ Critical Thinking And Problem-Solving Skills In Higher Education Sopacua, Fryan; Apra Santosa, Tomi; Aprianto, Muhammad Chusnan; Dewanto, Dewanto; Safira, Ifa; Wijoyo, Hadion
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 1 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i1.1898

Abstract

The rapid advancement of Artificial Intelligence (AI) has significantly transformed the educational landscape, particularly in higher education. This study aims to investigate the impact of AI integration on students’ critical thinking and problem-solving skills through a meta-analysis approach. Data were collected from 12 empirical studies published between 2015 and 2025 that examined the implementation of AI-assisted learning environments in universities. Using a random-effects model, the study analyzed effect sizes to determine the overall impact of AI-based interventions. The results reveal a moderate to strong positive effect (Hedges’ g = 0.64) of AI integration on critical thinking skills, and a significant improvement in problem-solving. Subgroup analysis further indicates that adaptive learning systems and AI-driven feedback tools produce the greatest enhancement in cognitive performance compared to traditional instruction. Moreover, the effectiveness of AI integration is influenced by factors such as duration of implementation, discipline area, and the level of technological literacy among students and instructors. These findings underscore the potential of AI as a transformative pedagogical tool that fosters higher-order thinking and learner autonomy in higher education. The study concludes by recommending that universities adopt AI technologies strategically, emphasizing instructional design that aligns with cognitive development principles to ensure sustainable and equitable learning outcomes.
Penerapan Pembelajaran STEAM Berbasis Games Logix Untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik di SMP Negeri 8 Ambon Barus, Carolina Sri Athena; Untajana, Sally; Sopacua, Fryan; Sopacua, Venty; Taihuttu, Jhony; Kapitan, Yansen
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13249

Abstract

This study aims to describe the application of STEAM learning based on Logix games to improve students' critical thinking skills in science (Physics) material at SMP Negeri 8 Ambon. This study uses quantitative and qualitative research methods, a quasi-experimental type of research involving an experimental group and a control group. The sampling method is carried out randomly. The sample in this study consisted of 46 students. The design used was a pre-test post-test control group design. The research design was Quasi-Experimental. Data analysis in this study was conducted using quantitative descriptive analysis to describe the data as it is in the form of percentages and explain the data or events with explanatory sentences qualitatively and also used differential statistical analysis. The data analysis techniques used include: independent t-test and N-Gain test for test results and qualitative descriptive response test. The results of the N-Gain test found that in the control class using the conventional model, most students did not experience an increase in critical thinking skills with a percentage increase in the low category of 82.35% and a medium category of 17.65%, while for the experimental class it was found that the experimental class using the STEAM approach based on games logic on critical thinking skills experienced an increase in cognitive critical thinking skills with a percentage in the high category of 13.04%, medium of 78.26%, and low of 8.7%, this is supported by the value of the independent t-test with a 2-tailed sign value of less than 0.05 at the assumed equal variances value, there is a significant difference between the control and experimental classes where the treatment of the experimental class affects the student's grades, causing the grades to be higher than the value of the control class that was not given any treatment, so in general it can be concluded that the application of the STEAM approach based on games logic in science learning provides significant opportunities for students to develop critical thinking skills.