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Contact Name
Asrar Aspia Manurung
Contact Email
asraraspia@umsu.ac.id
Phone
+628116311985
Journal Mail Official
baad@umsu.ac.id
Editorial Address
Biro Administrasi Akademik dan Data Jl. Kapten Mukhtar Basri No 3 Medan Timur Sumatera Utara - Indonesia
Location
Kota medan,
Sumatera utara
INDONESIA
Education Journal of Indonesia (EJI)
ISSN : -     EISSN : 27744949     DOI : https://doi.org/10.30596/eji
Core Subject : Education, Social,
EJI | Education Journal of Indonesia is the International Journals managed by University of Muhammadiyah Sumatera Utara to improve the ability of lecturers, researchers in writing and researching in the fields of education. This journal was first published in November 2020. EJI is an open access and peer-reviewed journal. A recommendation by the Editors on specific Education issues to be covered in each volume may be made available to prospective contributors to publication of the volume in May and November.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol. 6 No. 1 (2025)" : 6 Documents clear
Mental Health Evaluation As A Preventive Measure For Student Academic Disorders Fatmah Bagis; Efi Miftah Faridli; Uswatun Hasanah
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4645

Abstract

Mental health in Indonesia has become a serious focus of attention in recent years with the highest cases of depressive disorders, namely 9,162,886 cases or 3.7% of the population. This study aims to provide insight into mental health problems faced by first and second year students, offering guidance and research to address this issue in educational settings. The study employs a longitudinal research method to evaluate the impact of mental health on new students in 2023, utilizing quantitative data analysis and statistical analysis. Students participated in a mental health survey using the WHOQOL-BREF instrument as a questionnaire. This study revealed that students initially experienced mental and physical stress due to their adaptation and response to the new system and climate, which potentially affected their performance in education. New students experienced a boost in social relationships due to numerous friends and support from both material and non-material sources. The majority of new students at Islamic Universities come from the same province, causing an increase in the adjustment of the living environment.
Improving Learning Outcomes Students in Science Learning through Flash Cards Student Class 4 UPT SDN Kutorejo 3 Dewi, Titis Auliana; Wulandari, Tabitha Sri Hartati
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4805

Abstract

Instructional Media own role important in learning , one of them For interesting attention students . Learning media Still seldom used in the environment school so that student not enough own motivation and interest Study so that impact on the results Study students . Teachers should using innovative learning media​ so that can increase results Study students . One of the interesting media in learning is a flash card media. Research This aiming For know improvement results Study student in science learning through flash card media. Research This is Classroom Action Research (CAR). Subject in study This is student class IV UPT SDN Kutorejo 3 consisting of 30 students . Data collection techniques in the study This is analysis descriptive quantitative with count results test evaluation participant educate on every its cycle , and not forget documentation during the activity process in progress as evidence ... The research results obtained is results Study students who were originally 43% in pre- cycle , increase became (63%) in cycle I and in cycle III became (83%). With Thus , the increase results Study student via flash card media increase results Study students in science learning at UPT SDN Kutorejo 3 Tuban
From Classrooms to Clicks: Perceptions of Technology-Mediated Summative English Testing among Vocational Students Syafrayani, Putri Rizki; Meisuri
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4820

Abstract

The transition to technology-mediated assessment in education has reshaped testing practices globally, yet its implications for vocational students remain underexplored. This study investigates vocational learners’ perceptions of summative English testing conducted through digital platforms, focusing on the perceived benefits and drawbacks. Drawing on a mixed-methods approach, data were collected through questionnaires and interviews with students from a vocational institution. The findings reveal a complex interplay between usability, fairness, and performance impact. While some students appreciated the efficiency and immediate feedback of digital tests, many expressed concerns over interface unfamiliarity, limited digital literacy, and heightened test anxiety, which they felt adversely affected their performance. These perceptions were further influenced by socioeconomic and educational backgrounds, suggesting potential inequities in assessment outcomes. The study highlights the need for more inclusive and accessible digital assessment designs tailored to the vocational context. Implications for educators and policymakers include the integration of digital literacy support and the development of student-centered testing platforms to enhance validity and fairness in language evaluation.
Enhancing Mastery of Basic Football Dribbling Skills among Upper Primary School Students through Augmented Reality-Based Interactive Learning Media Hasibuan, Ahmad Riady; Sari, Suci Perwita; Sari, Indah Purnama
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4821

Abstract

This study aims to improve students’ learning outcomes in the basic football dribbling technique through the implementation of augmented reality (AR) as an interactive learning aid. An experimental method was employed, using pre-tests and post-tests to measure students’ learning gains. The analysis revealed a significant improvement in student performance following the use of AR technology. The average post-test score (69.32) was notably higher than the pre-test score (65.13), with the difference indicating that AR implementation effectively enhanced students’ understanding and skills in dribbling. Homogeneity and normality tests confirmed that the data were normally distributed and homogeneous, thus supporting the validity of the study. Moreover, AR media was shown to foster student motivation and enhance learning interactivity, making it a compelling alternative to increase students’ interest and academic performance, particularly in physical education. Overall, AR technology not only improved learning outcomes but also fostered a more engaging and interactive classroom environment, thereby holding potential to elevate educational quality at the primary level.
Blending Traditional and Digital Approaches in English Learning at MIN 1 Palembang: a Practical Overview fitriani; Masagus Firdaus
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4830

Abstract

This article explores the implementation of traditional and digital teaching methods in English language instruction at Madrasah Ibtidaiyah Negeri (MIN) 1 Palembang. The school applies two classroom models—digital and non-digital—to accommodate different student needs and infrastructure availability. In traditional classes, teachers rely on textbooks, oral practice, and paper-based activities. In contrast, digital classes incorporate multimedia tools such as PowerPoint, YouTube, and interactive online platforms like Quizizz and Wordwall. Through a qualitative descriptive approach, this article highlights how both teaching methods are applied, how they are blended, and how students and teachers experience these approaches in real classroom situations. The article concludes that combining traditional and digital methods can improve student engagement, support various learning styles, and enhance the overall quality of English language learning in primary education. Recommendations are also provided to help teachers and schools make the most of available resources. Keywords: English language teaching, Traditional methods, Digital learning, Blended learning
Collaborative Project Usage Analysis Steam Integration Towards Characters and Student Creativity Elisa Mutiara Br Sembiring; Amanda Syahri Nasution; Nurdalilah; Haryati Ahda Nasution
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4837

Abstract

This study aims to analyze the significant influence between the use of STEAM integrated collaborative projects on the character and creativity of students of RK Delidunia Delitua Private Middle School on the KPK and FPB materials. This study uses a mixed method research design that combines quantitative and qualitative methods. This study uses an explanatory sequential design model. The stages in this study are the researcher conducting quantitative data analysis by analyzing data for test instruments in the form of essays, questionnaire instruments and interview guidelines. The population in this study were all students of class VII of RK Deliwarni Delitua Private Middle School consisting of 3 classes with a total of 93 students. The sample in this study used one class using a purposive sampling technique, namely data collection based on certain considerations. The sample to be analyzed was 6 students, each of whom was seen based on the level of ability of 2 high students, 2 medium students, 2 low students based on considerations of MID results, interviews, and observations. This study used a character questionnaire and creativity test that had gone through an expert assessment process and instrument trials, and were declared valid and reliable. Based on these findings, it shows that there is a significant influence between the use of STEAM integrated collaborative projects on student creativity in KPK and FPB materials. The results of this study are also expected so that schools can provide special training for teachers in teaching using projects in order to help students achieve the desired learning.   Keywords: STEAM, Character, Creativity Integrated Collaborative Project

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