Linda Mayasari
Dosen Bahasa Inggris Universitas Muhammadiyah Surabaya

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Journal : proceeding umsurabaya

Students’ Critical Thinking Of Explanation Writing Linda Mayasari; Ria Novia
PROCEEDING UMSURABAYA 2019: PROCEEDING MELTC 2019
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

This research paper aims to describe the use of task-based learning strategy in teaching learning writing explanation at tenth grade of senior high school. The research focused on the use of task-based learning strategy to improve students’ critical thinking ability in explanation writing. This classroom action research consists of one cycle and in the cycle consisted of four steps: planning, action, observation, and reflection. The subject of this research was the students of tenth grade in SMA Negeri 13 Surabaya. In analyzing and collecting the data, it used the information from the interview, observation in the class and the achievement of the students’ writing. Brown’s theory and Willis’ theory were utilized to find out more about the writing and critical thinking of students’ in writing explanation through task based learning. Based on the analysis, it can be seen through TBL, the students were able to perform six components of critical thinking suggested by NEIU’s in CTL (the issues, context, perspective, assumption, evidence and implication) in their explanation writing under the topic eco-composition. Key words: Writing, Task-Based Learning, Eco-composition, Critical Thinking. 
The Implementation Of Teaching Speaking On Explanation Using Live Presentation And Recorded Presentation On Whatsapp Application At Sma Muhammadiyah 9 Surabaya Siti Imalia Tanjung; Linda Mayasari; Sofi Yuniati; Ramizah Rizqiya
PROCEEDING UMSURABAYA 2019: PROCEEDING MELTC 2019
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

This research is conducted to apply teaching speaking by using live presentation and recorded presentation via WhatsApp application. The research design is descriptive qualitative, the researcher analyzed the eleventh grade of science program in senior high school of Muhammadiyah 9 Surabaya. The purpose of the research is to describe the implementation of teaching speaking on explanation text material by using live presentation and recorded presentation through WhatsApp, the students’ responses, the strength and weakness of this implementation. The result was the students could practice speaking English on WhatsApp application as the learning media with two different strategy; recorded presentation and live presentation. The responses of the students were very interest with the media that applied during teaching-learning process. The strength of recorded presentation was students can present better, meanwhile on live presentation, teachers can monitor directly if they have errors. However live and recorded presentation have the weakness. The weakness of recorded presentation was students cannot be monitored directly by the teacher and the weakness of live presentation was the learning time that was less efficient so that it required additional time. Keyword: Teaching speaking, Recorded Presentation, Live Presentation and Explanation Text
VIDEOGAMES TOWARDS ENGLISH ABILITY OF THE PLAYERS: A STUDY OF PERSPECTIVES Iqbal Arya; Armeria Wijaya; Linda Mayasari
PROCEEDING UMSURABAYA Vol 1 No 1 (2024): Proceeding Fakultas Keguruan Ilmu Pendidikan
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.24089

Abstract

In this study, the researcher discussed the impact of videogames in "Videogames towards English ability of the player: A study of perspectives" The purpose of this research is to analyze the impact of videogame on a player's English ability while in-game from the perspective of the player. The subject of the study is 33 players who have played video games for more than 2 years or more. The data were analyzed based on Krashen's monitor theory. In analyzing the data, the researcher used quantitative research to find as many respondents as possible using a survey and then analyze it. The procedure of the research is: first the researcher spread the survey while looking for a player who has played video games for more than 2 years. Second, the researcher analyzes and sorts the answer from the survey. Third, make the conclusion based on the survey. The conclusion is that videogames do indeed have a positive impact on English ability from the perspective of the player
The Use of Modified Scrabble Game to Improve Students’ Vocabulary in English Class at SMAN 20 Surabaya Khairunnisa Wijayanti; Windy Citra Negara; Linda Mayasari
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28126

Abstract

This research is a Classroom Action Research (CAR) which aims to determine the improvement of students' mastery of English vocabulary through the application of modified Scrabble game. This research was conducted in class XI-6 of SMAN 20 Surabaya in even semester of 2024/2025 academic year with 35 students. This Classroom Action Research (CAR) was conducted in two (2) cycles. Data were collected through English vocabulary mastery test. The data obtained were then analyzed descriptively, where the indicator of the success of the study was an increase in the percentage of the number of students who scored 75 after the implementation of the action using the modified scrabble game was 75%. The results of this study show that in cycle 1, there were 54.29% of learners getting a score of 75, while in cycle 2 there was an increase with a percentage of more than 75% of learners getting a score of 75 in cycle two (2) after the action using the modified scrabble game. Thus, it can be concluded that the use of modified scrabble game is known to improve the mastery of English vocabulary of students of class XI-6 SMAN 20 Surabaya.
Boosting Confidence and Fluency in Speaking Comprehension through Story-Relay Activity Moch Affan Heryana Santana; Windy Citra Negara; Linda Mayasari
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28127

Abstract

This Classroom Action Research activity examines how a structured story-relay activity in recount text improves Grade 10 EFL students’ self-confidence and speaking fluency. A total of 31 students from an Indonesian high school participated in two cycles of intervention. The first cycle is to check their confidence and their ability to speak, while the second is to apply the treatment of story relay. Pre- and post-intervention assessments of self-record video conducted outside the normal learning activity and will be compared. Both assessment were conducted using two validated rubrics: one measuring fluency (flow of speech, grammatical accuracy, narrative structure, and pronunciation) and the other assessing confidence (body language, eye contact, vocal volume, and expressive intonation), each rated on a four-point scale (1 = needs significant improvement to 4 = excellent). After collecting both data of pre- and post-assessment, both data will be compared to see how far the improvement after the treatment of story-relay on their confidence and ability to speak. Findings demonstrate that collaborative, form-focused narrative tasks can effectively foster both linguistic competence and learner confidence in an EFL context. The study recommends integrating story-relay activities as a regular classroom strategy to reinforce students’ speaking fluency and self-confidence.
Fostering an Appropriate Stage for Teaching Implementation in EFL Students’ Reading Comprehension by Developing Materials based on Oxford Word Level Fazl Ahmad Habib; Windy Citra Negara; Linda Mayasari
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28128

Abstract

Reading skill relies heavily on the reader’s comprehension. In English as a Foreign Language (EFL) classrooms, the presence of more than one language creates variation in both context and content during the reading process. In Indonesia, EFL learners often rely on teachers who assist their reading comprehension by translating unfamiliar words. This occurs because many students are not yet familiar with the vocabulary used in texts. This study focuses on teacher-created materials designed to support students’ understanding. The teacher used the Oxford 3000 word list to determine difficulty levels. The study employed Classroom Action Research (CAR) as its methodology, consisting of two cycles: the first cycle applied the direct teaching method, while the second implemented problem-based learning. In both cycles, the teacher provided materials based on the Oxford word levels. The results indicated that students' reading comprehension and motivation improved. The study suggests that formative assessment should be further developed in future research.
From Group Work to Independent Writing: Enhancing Students’ Analytical Exposition Texts through Task-Based Learning Fauzia Nurmalasari; Windy Citra Negara; Linda Mayasari
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28135

Abstract

This study aims to investigate the extent to which the implementation of the Task-Based Learning (TBL) model can enhance the ability of Grade XI students at a public senior high school in Surabaya to write analytical exposition texts. Conducted as a Classroom Action Research over ten weeks, the study comprised three cycles. The first two cycles applied the Project-Based Learning (PjBL) approach, while the third cycle introduced TBL as the main instructional intervention. Each cycle followed the stages of planning, action, observation, and reflection. Data were collected through writing assessment rubrics, classroom video recordings, and teacher reflection sheets. The findings revealed that although collaborative methods like PjBL encouraged initial engagement, they were insufficient in fostering independent writing skills. In contrast, the application of TBL in the third cycle, featuring context-rich, differentiated writing tasks conducted without gadget use, significantly improved students’ abilities in constructing arguments, organizing ideas, and using linguistic features accurately. The average student score rose to 75.78, with 55.56% of students reaching the minimum target score of 75, thus meeting the study’s success criteria. Additionally, student engagement improved markedly, particularly in focus, initiative, and language accuracy. These findings indicate that Task-Based Learning is an effective instructional approach for developing analytical exposition writing skills at the secondary level, especially when supported by leveled tasks and structured formative assessment.
Improving Students’ Mastery of Simple Past Tense in Recount Text Writing through Game Based Learning Rafida Dian Puspita; Windy Citra Negara; Linda Mayasari
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28137

Abstract

This study aims to improve the recount text writing skills of tenth-grade students through the implementation of the Game-Based Learning (GBL) method using the "Treasure Hunt" game. Preliminary study conducted in class X-4 at SMAN 20 Surabaya revealed that many students experienced difficulties in accurately using the simple past tense in recount text writing. Out of 35 students, 62.86% (22 students) scored below the Kriteria Ketuntasan Minimal (KKM). This research employed a Classroom Action Research (CAR) approach, consisting of four stages: planning, implementation, observation, and reflection, conducted over two cycles. In the first cycle, only 51% of students met the KKM. However, in the second cycle, after the application of GBL through the "Treasure Hunt" game, the percentage of students who met the KKM significantly increased to 97%, with an average score of 91. These results indicate that GBL effectively creates an engaging learning environment, enhances students’ motivation and active participation, and significantly improves their ability to write recount texts using the simple past tense. Therefore, the implementation of game-based learning is recommended as an alternative strategy in English language instruction, particularly for enhancing students’ writing competence.