Gusti Nur Hafifah
Universitas Muhammadiyah Surabaya

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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.
A Correlation between Student's Mastery of Past Tense and Their Achievement in Writing Narrative Text Ahmad Zainuddin; Gusti Nurhafifah; Armeria Wijaya
Tell : Teaching of English Language and Literature Journal Vol 4 No 2 (2016): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v4i2.2103

Abstract

This research purposed to search and find out the correlations between students’ mastery of past tense and their achievement in writing narrative text. The method in this research used a purposive sampling technique with total sample 30 students. In this research, the data are obtained using two kinds of test namely Grammar and writing test. Meanwhile, the data were analyzed using Product Moment Pearson. The outlays of this research, the average score of past tense is 69,33and writing score is 77,33. Thus, the final result in this research when the formula correlation is applied, the score is 0,797 or substantial. It means that the r value is higher than r table; students’ master past tense influence to writing narrative text. It can be concluded that there is a positive correlation between students’ mastery of past tense and their achievement in writing narrative text.
The Implementation of Flash Games in Teaching Writing Descriptive Text to The Seventh Grade of SMP Muhammadiyah 10 Surabaya Miftahul Huda; Gusti Nur Hafifah; Armeria Wijaya
Tell : Teaching of English Language and Literature Journal Vol 4 No 2 (2016): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v4i2.2104

Abstract

Writing is one of skill which is being basic skill in English learning. Writing is very important to be learned because it is being a compulsory in teaching English which the students have to be well mastered. There are many kinds of genres insert the teaching writing. One of them is writing descriptive. The teacher used flash game as media in teaching learning process in order to it could be motivated the students who lack motivations and minimize boredom faced. The purpose of the study was to know the implementation of teaching writing descriptive text by using flash game and the students’ responses toward teaching writing descriptive text using by using flash game to seventh grade of SMP Muhammadiyah 10 Surabaya. The researcher designs his research a descriptive qualitative research. The subject of this study is seventh grade of SMP Muhammadiyah 10 Surabaya. To collect the data in this study, the researcher used four points to collect the data. They were the observation checklist, field notes, interview the teacher, and questionnaire as the technique. The implementation of flash game in teaching writing descriptive text was very effective to teaching writing descriptive text because it could be motivated and helped the students during teaching learning process. Students were not only being motivated and helped but also being participated actively during teaching learning process in the class. The result of students’ questionnaire was very good because most of students like very much with the implementation of flash game in teaching writing descriptive text. The researcher classified the questions into four factors. They were the first factor was about the students’ opinion about the material, it consisted into four questions. The second factor was about the students’ opinion about the teacher’s role during teaching writing descriptive text by using flash game, it consisted into two questions. The third factor was about the students’ opinion about the flash game, it consisted into three questions. The fourth factor was about the students’ opinion about general evaluation, it consisted into one question. That was way, the implementation of flash game in teaching writing descriptive text to seventh grade of SMP Muhammadiyah 10 Surabaya was very successful because it can reach the aim of teaching writing descriptive text in the class and also it makes the students being participate actively during teaching learning process.
THE EFFECTIVENESS OF USING ANIMATED VIDEO TO INCREASE THE STUDENTS' ABILITY IN WRITING NARRATIVE TEXT Risa Sulfarida Arini; Gusti Nur Hafifah
Tell : Teaching of English Language and Literature Journal Vol 5 No 1 (2017): April
Publisher : English Department FKIP Universitas Muhammadiyah Surabaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/tell.v5i1.2126

Abstract

Writing skill is considered to be more complex and difficult to learn. Students’s skill in writing is still low. Thestudents get difficult to develop their ideas because based on the research, most of the students do not have anyvocabularies to write and they cannot develop the contents of the story. So, it is very important to help them inincreasing their ability in writing. The objective of this research is to find out wheter using animated video asmedium in writing narrative text is effective or not. This research is conducted at SMPN 1 Tarik Sidoarjo.Theresearcher used experimental design. The sample of this research was the eighth grade students with totalnumber was 68 students. The subject were VIII-C as the experimental class and VIII-D as the control classwhich each class consist of 34 students. It was gotten by random sampling. The data collection used test (try out,pre-test, and post test) as instrument to measure the the output of the students. From the data output that wasaccounted by using T-Test (α= 5%), the result of data analysis is tcount = 5.424 and ttable = 2.032, so tcount > ttable, itmeans that H0 is rejected and H1 is accepted. From this research, it can be concluded that there is significantdifference between the students who are taught by using animated video and those who are not taught by usinganimated video.
The Implementation of Discovery Learning to Teach Speaking at the First Grade Students at SMP Institut Indonesia Irmayanti Mufida; Gusti Nur Hafifah; Linda Mayasari
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.v3i2.2157

Abstract

The result of this study show that the English teacher synchronized the steps of scientific approach in Curriculum 2013 with the applications of Discovery Learning in his lesson plan. The steps are observing through stimulation, questioning through problem statement, experimenting through collecting data, associating through processing data, communicating through verification and generalization. They make them, the students become more active in oral activities and all of activities can make the students do not feel bored. This study also attempts to know about the student's responses after the implementation of Discovery Learning. It can be concluded that the students more understand easily toward the materials which were taught, especially in their speaking skill because Discovery Learning has given positive impact for the students. Finally the researcher suggested that the teachers should always give the motivation and provide the other materials using the creative techniques so that the learning process can more effective and meaningful. It means that the students will never forget their experiences and the teacher's explanations within a long period.
The Effectiveness of Comic Strips in Increasing Students Speaking Ability in the Second Year of Junior High School Ni’matul Lailiyah; Gusti Nur Hafifah; Armeria Wijaya
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 -; Amrin Batubara; Gusti Nur Hafifah
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 Igo Rizky Nur Pratama; Gusti Nur Hafifah; Jepri Ali Saiful; Sofi Yunianti
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.
Storying Equality: Narrative-Based Critical Literacy in Online English Language Teaching as a Transformative Space for Gender Justice and Social Inclusion Gusti Nur Hafifah; Sofi Yunianti; Ari Setyorini
International Journal of Educational Narratives Vol. 4 No. 4 (2026)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijen.v4i4.3905

Abstract

Background. The low literacy skills among Indonesia students is the main problem. Purpose. Therefore, this study aims to analyze the digital materials that foster critical thinking while addressing social issues, such as social inclusion and gender equality and the research questions focus on the module’s feasibility, the integration of critical literacy and GESI (Gender Equality and Social Inclusion) strategies, and the module’s suitability from user perspectives. Method. Thus, it used ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) which guided the development process over eight months, involving five experts, three model teachers, and six classes with 180 junior high school students. Results. The research findings indicate that expert validation, teacher evaluation, and student readability assessments confirmed the Si-Moli module as a valid and feasible tool for promoting critical literacy and Gender Equality and Social Inclusion (GESI) in English language learning. Quantitative evaluation results showed that the module received a high level of acceptance from experts, teachers, and students, with an overall mean score of 4.62 out of 5 (92.4%), indicating that it was perceived as highly relevant, practical, and effective. Conclusion. The module received positive feedback from experts, teachers, and students, who highlighted its potential to engage learners with important social issues while enhancing their language skills. However, improvements in website functionality, accessibility, language simplicity, and visual design were recommended to further enhance its usability and effectiveness.