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The Effectiveness of the Flipped Classroom Method on Students' Speaking Ability: A Meta-Analysis Study Senjaya, Elisabet Ani Ayu; Ali Muhtadi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i1.38632

Abstract

Many studies have investigated the effectiveness of the flipped classroom method on students' speaking ability when compared to traditional learning methods. However, previous research has provided ambiguous results. This study aims to test the effectiveness of the flipped classroom method on students' speaking abilities compared to traditional methods, as well as investigate what factors can influence the effectiveness of using the flipped classroom method on students' speaking abilities. The design used in this study was group contrast meta-analysis by analyzing 15 primary studies that met the inclusion criteria. The results of the analysis using the random-effects approach obtained a combined effect size of (g = 1.25; p < 0.01). The effect size is in the "Large Effect" category. It can be concluded that the use of the flipped classroom method on students' speaking ability has a significant and more effective effect compared to traditional learning methods. Heterogeneity analysis found that the moderator variable educational level influenced the effectiveness of implementing the flipped classroom method on students' speaking abilities, but not the moderator variables educational level, experimental class capacity, and region. The findings of this meta-analysis provide more accurate results regarding inconsistent effect size variations and can enrich insight into knowledge about the effectiveness of using the flipped classroom method in improving students' speaking skills.
Development of an Acupressure Animation Video to Enhance the Facial Care Competency of Vocational High School Students Alia Rakhmawati; Ali Muhtadi
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.7158

Abstract

Effective instructional media are crucial in vocational education, particularly in enhancing students’ practical skills. This study aims to develop an animation video for acupressure learning, assess its eligibility and practicality, and evaluate its effectiveness in improving student competency. A Research and Development (RD) approach was employed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research was conducted at SMK Negeri 1 Kota Batu, East Java, during the 2023/2024 academic year. Participants included 10 students for needs analysis, 2 expert validators for content and product evaluation, 20 students for the experimental phase, and 2 teachers for practicality assessment. Data collection involved questionnaires, expert judgments, and pre-test/post-test measures, analyzed through qualitative and quantitative techniques. The animation video was successfully developed following all ADDIE stages. Expert validation indicated high content eligibility, with an average feasibility score of 93.75%. Practicality evaluations by two Facial Care teachers confirmed that the product is suitable for acupressure learning. Furthermore, inferential analysis comparing the control and experimental groups revealed a significant improvement in students' acupressure competency after using the animation video. The results suggest that the developed animation video is both practical and effective in enhancing acupressure learning outcomes. Its high validity and positive reception highlight its potential applicability across other vocational schools to support facial care instruction. The animation video demonstrates strong potential as an instructional tool for improving students' competency in acupressure within vocational education settings.
The Effectiveness of Poster Media to Improve High School Students’ Tsunami Disaster Mitigation Preparedness M. Edwansyah Rissal; Ali Muhtadi
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 4 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v14i4.1776

Abstract

This study aims to determine the effectiveness of poster media in improving the students’ readiness in preparing Tsunami disaster mitigation preparedness. This study uses a quantitative descriptive method with a Quasi-Experimental design. The type used in this research is one group Pretest-Posttest. The research population is students at a state senior high school in Pematang Sawa, class X-XII, in the Academic Year 2021/2022. The sample in this study was 30 people. Data were collected through tests and documentation for three months, from October to December 2021. Then the data were analyzed using descriptive statistics. Analysis of the data used was the paired t-test with the result that there was a significant difference between the pre-test and post-test scores for preparedness in 30 students with p 0.000. Based on these results, it can be concluded that poster media is quite effective in increasing tsunami disaster mitigation preparedness. Further studies are recommended to complete this current study’s weaknesses.
Pengaruh Model Pembelajaran Air Berbantuan Microsoft Sway Terhadap Keaktifan dan Hasil Belajar Kognitif Siswa di Maal-Khairiyah Teluk Nilau Irjan Zaky; Ali Muhtadi
Jurnal Manajemen Pendidikan dan Ilmu Sosial Vol. 6 No. 3 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (April - Mei 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i3.4747

Abstract

Pembelajaran yang kurang interaktif dapat menyebabkan rendahnya keaktifan dan hasil belajar siswa. Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran Auditory Intellectually Repetition (AIR) berbantuan Microsoft Sway terhadap keaktifan dan hasil belajar kognitif siswa dalam mata pelajaran Akidah Akhlak di MA Al-Khairiyah Teluk Nilau. Metode penelitian yang digunakan adalah eksperimen semu dengan desain kelompok kontrol non-ekuivalen. Data dikumpulkan melalui tes dan observasi, kemudian dianalisis menggunakan uji normalitas, homogenitas, uji-t, dan N-Gain. Hasil penelitian menunjukkan bahwa ada perbedaan yang signifikan sebelum dan sesudah diterapkan model pembelajaran AIR berbantuan Microsoft Sway terhadap keaktifan dan hasil belajar kognitif siswa pada mata pelajaran akidah akhlak di MA Al-Khairiyah Teluk Nilau dan ada perbedaan yang signifikan peningkatan keaktifan dan hasil belajar kognitif siswa antara kelompok yang menggunakan model pembelajaran AIR berbantuan Microsoft Sway dengan kelompok yang menggunakan model ekspositori. Kesimpulannya, model pembelajaran AIR berbantuan Microsoft Sway dapat menjadi alternatif inovatif dalam meningkatkan efektivitas pembelajaran Akidah Akhlak. Oleh karena itu, disarankan kepada pendidik untuk mengadopsi model ini dalam proses pembelajaran guna meningkatkan keaktifan dan hasil belajar kognitif siswa.
Pengaruh Pembelajaran Berbasis Proyek (PJBL) Berbantuan Portofolio Elektronik (E-Portfolio) terhadap Kemampuan Literasi Sains dan Kemandirian Belajar Siswa Kelas X Pada Mata Pelajaran Proyek IPAS Tedi Hadiana; Ali Muhtadi
Didaktika: Jurnal Kependidikan Vol. 14 No. 4 Nopember (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2878

Abstract

Penelitian ini bertujuan untuk mengkaji pengaruh penerapan model pembelajaran berbasis proyek (PjBL) berbantuan e-portofolio terhadap kemampuan literasi sains dan kemandirian belajar siswa pada mata pelajaran Proyek IPAS kelas X di SMK. Penelitian ini mengeksplorasi bagaimana integrasi alat digital dengan strategi pembelajaran aktif dapat meningkatkan kompetensi abad ke-21 pada peserta didik. Penelitian menggunakan desain kuasi eksperimen dengan melibatkan dua kelompok: kelompok eksperimen yang menggunakan PjBL berbantuan e-portofolio, dan kelompok kontrol yang menggunakan PjBL tanpa e-portofolio. Instrumen penelitian terdiri dari tes literasi sains dan angket kemandirian belajar, yang diberikan sebelum dan sesudah perlakuan. Hasil analisis menggunakan MANOVA menunjukkan nilai Wilks’ Lambda sebesar 0,665 dengan signifikansi 0,000, yang menunjukkan adanya perbedaan yang signifikan secara statistik antara kedua pendekatan pembelajaran dalam meningkatkan literasi sains dan kemandirian belajar siswa secara simultan. Analisis lanjutan melalui Test of Between-Subjects Effects menunjukkan bahwa model pembelajaran berpengaruh signifikan terhadap literasi sains (F = 17,715; Sig. = 0,000; η² = 0,212) dan kemandirian belajar (F = 25,739; Sig. = 0,000; η² = 0,281). Nilai rata-rata gain menunjukkan bahwa siswa dalam kelompok eksperimen memperoleh peningkatan lebih tinggi pada kedua variabel dibandingkan dengan siswa dalam kelompok kontrol. Dengan demikian, model PjBL berbantuan e-portofolio terbukti lebih efektif dibandingkan PjBL tanpa e-portofolio dalam meningkatkan kemampuan literasi sains dan kemandirian belajar siswa. Oleh karena itu, model ini direkomendasikan sebagai strategi pembelajaran alternatif yang mendukung pengembangan keterampilan esensial yang dibutuhkan di abad ke-21.
Juz 'Amma Memorization Board Game: An Educational Media to Enhance Students' Interest and Ability in Qur'an Memorization Layyinah, Rahmatika; Muhtadi, Ali; Asad, Muhammad
Profesi Pendidikan Dasar Vol. 12, No. 3, December 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v12i3.12730

Abstract

The memorisation of short Quranic chapters, or Surahs, within elementary religious education frequently poses challenges related to student engagement and rote retention capabilities. Consequently, this study aimed to address these issues through the development and subsequent evaluation of an educational board game, focusing on its feasibility, practicality, and effectiveness. The research employed a Research and Development methodology based on the Borg & Gall model which culminated in a final product trial involving 25 fourth-grade students. Data collection utilised expert validation questionnaires, teacher and student practicality assessments, interest surveys, and both written and oral pre-tests and post-tests. The findings indicated that the board game is highly viable, evidenced by strong ratings from content experts at 91.43% and media experts at 78.05%. Moreover, the product was deemed highly practical by both teachers and students, who awarded it scores of 97.03% and 98.52% respectively. The intervention demonstrated effectiveness through a 16% increase in student interest and enhanced memorisation proficiency, characterised by moderate N-gain scores in written (0.62) and oral (0.43) assessments. The distinct advantage of this board game lies in its integration of five interactive challenge types, specifically memorisation, composition, writing, questioning, and insight, organised within a 14-category chapter system
Need Assessment of Deep Learning to Improve Critical-Innovative Thinking Abilities from the Perspective of Master Program Students Ali Muhtadi; Haryanto; Christina Ismaniati; Rama Faiz Pangestu
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 3 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i3.100475

Abstract

The demands of 21st-century education require university students to possess strong critical and innovative thinking skills. However, theoretical learning in higher education remains predominantly conventional, resulting in limited opportunities for students to construct knowledge deeply. This study aims to analyze and evaluate the effectiveness of a deep learning approach in enhancing critical and innovative thinking skills among master's level students. The research employed a convergent parallel mixed-methods design, involving 46 graduate students as research participants. Data were collected using a mixed-form questionnaire consisting of closed-ended and open-ended items, supported by documentation. Quantitative data were analyzed descriptively using percentages, while qualitative responses were interpreted thematically. The results indicate that theoretical learning still lacks variation and consistency, yet 93.5% of students reported that deep learning fosters critical thinking and 87% agreed that it encourages innovative thinking, although only 45.7% frequently apply both during coursework. Students also expect more collaborative, project-based, case-based, and exploratory learning supported by digital media. The study concludes that deep learning is a relevant and potential approach to strengthen critical-innovative thinking skills, addressing existing instructional limitations. This research implies the need for a structured deep learning model to optimize theoretical courses and create more reflective and student-centered learning.
Pengembangan E-Modul Akuntansi Persediaan Berbasis Pendekatan Deep Learning untuk Meningkatkan Kemandirian dan Hasil Belajar Siswa: Development of an Inventory Accounting E-Module Based on a Deep Learning Approach to Enhance Student Independence and Learning Outcomes Rakhmayanti Rakhmayanti; Ali Muhtadi
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 02 (2026): Research Articles, August 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i02.9270

Abstract

Issues were identified regarding the suboptimal learning independence of Phase F Vocational High School (SMK) accounting students and their low cognitive learning outcomes. This situation persisted despite the use of learning modules that previous research showed could positively enhance student independence and learning outcomes. Observations revealed that the printed modules used to facilitate learning failed to provide relevant learning experiences; they lacked interactivity, challenge, and contextual relevance. Consequently, this study aimed to develop an inventory accounting e-module based on the deep learning approach—designed to enhance the learning independence and outcomes of Phase F SMK students—and to evaluate the product's practicality and effectiveness. The development procedure followed the ADDIE approach (Branch, 2009): Analyze, Design, Develop, Implement, and Evaluate. The trial employed a quasi-experimental, non-equivalent control group design and took place at SMK Negeri 1 Yogyakarta. The subjects included 21 students in the control group, 21 students in the experimental group, and one teacher who taught both classes in parallel. Data were collected using questionnaires and tests, then analyzed through descriptive quantitative methods and inferential statistics. The results indicate that the deep learning-based inventory accounting e-module is highly suitable for improving student learning independence and outcomes; users deemed it practical, and it proved effective in enhancing the learning independence and outcomes of Phase F SMK students.
Enhancing students’ learning interest and achievement through interactive animated video media Fitri Nurjanah; Ali Muhtadi
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 13 No. 2 (2026): Vol 13, No 2, (2026): Issue in Progress
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v13i22026p113

Abstract

This study examines the effects of interactive animated video-based learning media that integrate sequential visual illustrations with interactive elements, such as quizzes and immediate feedback, within a Discovery Learning approach, on junior high students' learning interest and learning outcomes in Islamic Religious Education (PAI), and determines the magnitude of this effect. A quantitative, quasi-experimental design was used, involving 160 ninth-grade students divided into a control class (IX.3) and an experimental class (IX.4), each with 29 students. Pretests and post-tests were used to gauge learning outcomes; a questionnaire was also used to gauge learning interest. Simple linear regression and an independent-samples t-test were used to evaluate all data. Results show that every media significantly influenced learning interest and learning outcomes (sig. = 0.001 and 0.010, p < 0.05), contributing 22.5% and 19.8%, respectively, in each medium category. This confirms that every media is a practical, low-infrastructure instructional innovation for procedural material such as Hajj and Umrah.
Pengembangan Media E-comic Strip Cerita Naratif untuk meningkatkan Kemampuan Literasi Membaca dan Karakter (School Well-being) pada Siswa SMP Aditya Dalahmas; Ali Muhtadi
Siber Journal of Advanced Multidisciplinary Vol. 4 No. 2 (2026): Siber Journal of Advanced Multidisciplinary (July - September 2026)
Publisher : Siber Nusantara Research & Yayasan Sinergi Inovasi Bersama (SIBER)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/sjam.v4i2.1016

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa E-comic strip cerita naratif yang (1) layak digunakan dalam pembelajaran Bahasa Indonesia, (2) praktis digunakan oleh guru dan peserta didik kelas VII SMP, serta (3) efektif untuk meningkatkan kemampuan literasi membaca dan karakter school well-being peserta didik. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) menggunakan model 4D yang dikembangkan oleh Thiagarajan, Semmel, dan Semmel, yang meliputi tahap define, design, develop, dan disseminate. Penelitian dilaksanakan di SMP Negeri 15 Yogyakarta dengan melibatkan peserta didik kelas VII yang terdiri atas kelas eksperimen dan kelas kontrol. Data dikumpulkan melalui wawancara, observasi, angket, tes literasi membaca, dan angket karakter school well-being. Instrumen penelitian meliputi lembar validasi ahli materi, ahli media, ahli literasi membaca, ahli karakter school well-being, angket respons guru dan peserta didik, tes literasi membaca, serta angket karakter school well-being. Validitas instrumen diperoleh melalui validasi ahli dan uji validitas empiris, sedangkan reliabilitas instrumen dianalisis menggunakan koefisien Cronbach's Alpha. Analisis data dilakukan secara deskriptif dan inferensial, meliputi uji kesetaraan, uji normalitas, uji homogenitas varians, uji homogenitas matriks kovarians, uji korelasi, uji MANOVA, dan uji lanjut (Tests of Between-Subjects Effects). Hasil penelitian menunjukkan bahwa media E-comic strip cerita naratif memenuhi kriteria sangat layak berdasarkan hasil validasi ahli materi, ahli media, ahli literasi membaca, dan ahli karakter school well-being. Media juga memperoleh kategori sangat praktis berdasarkan respons guru dan peserta didik. Hasil uji efektivitas menunjukkan bahwa penggunaan media E-comic strip mampu meningkatkan kemampuan literasi membaca dan karakter school well-being peserta didik secara signifikan dibandingkan pembelajaran konvensional. Peningkatan tersebut didukung oleh hasil uji MANOVA yang menunjukkan perbedaan yang signifikan antara kelas eksperimen dan kelas kontrol. Dengan demikian, media E-comic strip layak, praktis, dan efektif digunakan sebagai alternatif media pembelajaran Bahasa Indonesia di tingkat SMP. Penelitian selanjutnya disarankan mengembangkan media pada materi atau jenjang pendidikan yang berbeda agar kebermanfaatannya semakin luas.