Gusti Nur Hafifah
Universitas Muhammadiyah Surabaya

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The Effectiveness of Comic Strips in Increasing Students Speaking Ability in the Second Year of Junior High School Lailiyah, Ni’matul; Hafifah, Gusti Nur; Wijaya, Armeria
Tell : Teaching of English Language and Literature Journal Vol 3 No 2 (2015): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v3i2.2160

Abstract

As far as the researcher’s knowledge, the analysis of “The Effectiveness of Comic Strips in increasing student’s speaking ability” is still difficult to find, the researcher formulates the statement of the research that is comic strips give the significant effect in increasing student’s speaking ability. The objective of research is to find out whether comic strips method can give the significant effect in increasing students’ speaking ability or not This research uses experimental design, the subject are VIIIth A as experimental group and VIIIth B as controlled group at MTs. Hidayatus Salam Lowayu. The data collection uses test (pre-test and post-test) as instrument to measure the result of students. After giving the test, the researcher counts the data (percentage of the results which have the significant score and analyses based on Criteria scoring by oral proficiency scoring categories by Brown. After giving the test of both classes, both of them have a n increasing speaking ability. Based on the percentage of both classes in post-test shows that with comic strips the experimental class has more significant effect than control class, the mean score of experimental class is 74.7 and 58.03 for control class. The experimental class has significant effect especially in the term of fluency, vocabulary, comprehensibility and performance
The Creative Techniques in Teaching Vocabulary at Sabilussalam Kindergarten Surabaya -, Wijayanti; Batubara, Amrin; Hafifah, Gusti Nur
Tell : Teaching of English Language and Literature Journal Vol 2 No 1 (2014): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v2i1.2171

Abstract

This research is conducted to find out the creative techniques, the implementation, and the advantages of the implementation of the creative techniques in teaching vocabulary at Sabilussalam kindergarten where pupils level B and 1 teacher are as subject. While, the objects of the research is all information related to the creative techniques in teaching vocabulary at Sabilussalam kindergarten.This research usesdescriptive qualitative method and the data collection techniques are classroom observations, documentation and interview. For analyzing the data, the researcher uses interactive model which is adapted from Miles and Hubberman (19984:6). The finding showedthat there are four creative techniques in teaching vocabulary at Sabilussalam kindergarten. Those were, Sing song, Drilling, Role play, and Game techniques. Besides, the researcher found theteaching techniques were implemented creatively in different ways. Firstly, the drilling technique was implemented by using gestures, and hip hop style. Secondly, the singing song technique was implemented by using gestures, repetitions, hip-hop and sound of clap the table. Thirdly, the role play was implemented by usingthe performing robot’s actions, super hero and play Dora’s adventure. Finally, the Game technique was implemented by using whispers, gestures, robot’s movements and guess. Additionally, all of implementations of the creative techniques in teaching vocabulary at Sabilussalam have some advantages. They are to develop children’s knowledge, skills, understanding and attitudes. The techniques can develop their knowledge because it can help them to improve their vocabulary in meaning and understanding. Besides, they can develop their skill because these techniques not only help them to improve their vocabulary but also explored in their skill especially the listening and the speaking skill which werethe basic skill had been mastered for young learner. Additionally, the techniques can develop children’s understanding and attitude because they were not only know and memorized vocabulary which had been taught but also they can understand the meaning word and explored their idea, expression in their daily activity.
Unveiling the Linguistic Landscape of Gamers: Insights from Online Gaming Communication and Its Implication in English Materials Pratama, Igo Rizky Nur; Hafifah, Gusti Nur; Saiful, Jepri Ali; Yunianti, Sofi
Tell : Teaching of English Language and Literature Journal Vol 12 No 1 (2024): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v12i1.21794

Abstract

This study investigates the online gamers' language features and their implication in vocational high school English material. A qualitative study is conducted and three aspects of language register theory including field, tenor, and lexical resources are explored. The scope, context, and situation of the online gaming interaction (Valorant and Player's Unknown Battleground) are also analyzed. The interaction among gamers happened in different types of fields and tenor depends on their roles and context in online games. The lexical resources data found that gamers dominantly used noun words beside other language features. This study recommends teachers leverage the related online games' vocabularies into their English teaching materials to encourage students learning. Further study needs to explore the influence of online gaming on students' English achievement.
IMPROVING STUDENTS’ DESCRIPTIVE WRITING ABILITY AND MOTIVATION THROUGH GAME BASED LEARNING Roisul Laura Gladika; Gusti Nur Hafifah; Nur Afifah
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.v1i1.28035

Abstract

Penelitian tindakan kelas (PTK) ini bertujuan untuk mengkaji penggunaan permainan Ular Tangga (Snakes and Ladders) dalam meningkatkan kemampuan menulis teks deskriptif serta motivasi belajar siswa kelas tujuh sekolah menengah pertama dalam konteks pembelajaran Bahasa Inggris sebagai bahasa asing (EFL). Keterampilan menulis, khususnya menulis teks deskriptif, merupakan salah satu tantangan utama bagi pembelajar EFL karena keterbatasan kosakata, struktur kalimat yang lemah, serta motivasi belajar yang rendah. Untuk mengatasi permasalahan tersebut, strategi pembelajaran berbasis permainan diterapkan selama satu siklus PTK, melalui tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Penelitian ini menggunakan pendekatan campuran (mixed-methods), yaitu pengumpulan data kuantitatif melalui pre-test dan post-test, serta data kualitatif melalui observasi kelas, wawancara, dan catatan lapangan. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam kemampuan menulis siswa, dengan nilai rata-rata yang meningkat dari 51,76 pada pre-test menjadi 83,3 pada post-test. Selain itu, partisipasi siswa dalam pembelajaran juga meningkat dari 51,5% menjadi 87%, menandakan adanya peningkatan motivasi dan keterlibatan aktif dalam kegiatan kelas. Permainan Ular Tangga memberikan pengalaman belajar yang menyenangkan dan interaktif, memperkuat penguasaan kosakata, membantu siswa dalam membangkitkan ide, serta mendorong praktik menulis secara kolaboratif. Temuan ini menunjukkan bahwa pembelajaran berbasis permainan dapat menjadi strategi yang efektif dan memotivasi dalam pembelajaran menulis, khususnya untuk meningkatkan keterampilan menulis teks deskriptif di kelas EFL tingkat SMP.
Fostering Student Engagement in Reading Class through Kinesthetic-Based Reading Race for Eighth Grade Students Arinatus Safitri; Gusti Nur Hafifah; Nur Afifah
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.v1i1.28037

Abstract

This Classroom Action Research investigated the impact of a kinesthetic team-based Reading Race activity on multidimensional student engagement among eighth-grade English as a Foreign Language (EFL) learners in an Indonesian junior high school. Focusing on five dimensions of engagement—enthusiasm, physical engagement, teamwork, text comprehension, and self-regulation (confidence and discipline), the study used classroom observations and a 20-item Likert-scale questionnaire to collect data before and after one intervention cycle consisting of two meetings. Quantitative analysis revealed high levels of engagement across all dimensions, with teamwork and physical engagement scoring the highest. Qualitative observations supported these findings, highlighting active participation, collaboration, and increased motivation during the kinesthetic reading task. While text comprehension and self-regulation showed positive improvements, both also indicated areas for further development. The study concluded that the Reading Race method effectively fostered holistic engagement in EFL classrooms by integrating movement, competition, and cooperative learning. The findings offer practical insights for educators seeking to accommodate diverse learning styles and improve reading instruction in Indonesian junior high schools.
Implementation of Teaching at The Right Level (TaRL) Approach on Enhancing Students’ Writing Ability in 8th Grade of Junior High School Annisa Rahmasari; Gusti Nur Hafifah; Nur Afifah
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.v1i1.28114

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This classroom action research examines the implementation of the Teaching at the Right Level (TaRL) approach to improve the writing of 8G grade students at a public junior high school in Surabaya during the 2024–2025 academic year. The pre-cycle evaluation at the beginning of the learning process showed that only 36.36% of students had mastery, with an average score of 60.22, suggesting that there was still much space for improvement. As a result, lesson plans and student worksheets catered to different ability levels were created using the TaRL approach. The average student score rose significantly to 85.30 after the adoption, indicating a notable improvement in writing ability. The findings show that the TaRL model promotes equitable learning and increases student engagement, particularly when paired with differentiated learner worksheet (LKPD) and group activities. Overall, the study finds that by addressing a variety of learning needs and encouraging collaborative learning environments, the TaRL strategy not only raises student response but also improves academic achievement.
IMPLEMENTING COOPERATIVE GAME-BASED LEARNING TO ENHANCE STUDENTS’ MOTIVATION IN ENGLISH LEARNING Faiqohan Salsabila Huwaidah; Gusti Nur Hafifah; Nur Afifah
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.v1i1.28118

Abstract

This classroom action research explores the effectiveness of integrating game-based cooperative learning to enhance student motivation in English language learning at SMP Negeri 4 Surabaya, Class VII-F. Sparked by declining engagement due to monotonous teaching methods, the study adopts Kurt Lewin’s action research model, implemented in one cycle. Thirty-three students participated, with data gathered through observation sheets and Likert-scale questionnaires, targeting six motivational indicators: interest, active participation, task consistency, self-confidence, questioning initiative, and teamwork. The findings reveal a significant improvement across all indicators following the implementation of educational games such as Vocabulary Match!, Reading Race, and Descripto Dash!. Students became more enthusiastic, cooperative, and confident—particularly when given positive reinforcement and grouped heterogeneously. Questionnaire results reinforced these observations, with students responding positively to the playful yet purposeful learning design. The study concludes that game-based cooperative learning offers a powerful, student-centered strategy to transform classroom dynamics and spark motivation in learning English, especially for descriptive text comprehension.
Padlet as a Digital Tool to Improve Students Motivation and Writing Abilities in Grade 7 Althaf Maulana; Gusti Nur Hafifah; Nur Afifah
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.v1i1.28136

Abstract

This study aims to improve the writing abilities and learning motivation of seventh-grade students of the Junior High School in Surabaya through the use of Padlet as a technology-based learning media in the Project-Based Learning (PjBL) model. This study uses a Classroom Action Research (CAR) design with a cycle approach consisting of planning, action implementation, observation, and reflection stages. The subjects of the study were 31 students of class VII A. Data were collected through pre-tests and post-tests as well as classroom observation. The results showed that the average score of students increased from 69.3 in the pre-test to 78.3 in the post-test. The percentage of learning completion also increased from 51.6% to 87.1% in just one cycle. In addition to improving writing abilities, the integration of Padlet also creates a collaborative, interactive, and enjoyable learning environment that encourages students to be more active in expressing their ideas in writing. The Culturally Responsive Teaching (CRT) approach used in the learning process has also proven effective in increasing the relevance of the material to students' backgrounds, thus triggering their intrinsic motivation in writing. These findings indicate that the integration of technology through Padlet in the PjBL model, supported by the CRT approach, is not only able to improve students' writing abilities but also motivates them to be more actively involved in the learning process. Therefore, the use of Padlet is recommended as an innovative learning strategy to improve students' 21st-century abilities, especially in writing.