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Bincar Nasution
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+6285360415005
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ijere.journals@gmail.com
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Cempaka Street, No. 25, Ujung Padang Village, Padang Sidempuan Selatan District, Padang Sidempuan City, North Sumatra, Indonesia 22725
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Sumatera utara
INDONESIA
International Journal of Educational Research Excellence (IJERE)
ISSN : -     EISSN : 28307933     DOI : https://doi.org/10.55299/ijere
Welcome to the International Journal of Educational Research Excellence (IJERE), ISSN. 2830-7933 (Online). IJERE is the first open access and double-blind peer-reviewed international journal managed by PT Inovasi Pratama Internasional, which exclusively focuses on education and Education technology. This first international journal is a part of the Publisher’s strong commitment to education, which is expected to be the medium for the exchange of ideas, knowledge, information, and technology among experts and practitioners of education. IJERE aims to facilitate and promote the inquiry into and dissemination of research results on primary education, secondary education, higher education, teacher education, special education, adult education, non-formal education, and any new development and advancement in the field of education. The scope of our journal includes; Language and literature education, Social science education, Sports and health education, Economics and business education, Math and natural science education, Vocational and engineering education, and Visual arts, dance, music, and design education.
Articles 694 Documents
Efforts to Improve Poetry Writing Abilities by Implementing The Educational Game "Words Connect" for Students of SDN 06 Rantau Utara Labuhan Ratu Regency Derianna Rambe, Anna; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1691

Abstract

This research is motivated by initial observations that indicate that sixth-grade students still experience difficulties in writing poetry, especially in word choice, use of figures of speech, and understanding the structure of poetry. This research was conducted at SDN 06 Rantau Utara, Labuhan Batu Regency in the 2025-2026 academic year. The research subjects were sixth-grade students. The research instruments used included observation sheets to observe student activities during learning and poetry writing skills tests (pre-test and post-test) to measure the improvement of students' poetry writing abilities. Data collection techniques used were observation, tests, and documentation of student work. Data were analyzed quantitatively and qualitatively. Quantitative analysis was carried out by comparing the average pre-test and post-test scores and the percentage of student completion in each cycle. Qualitative analysis was carried out by analyzing the results of observations and documentation to determine the processes and obstacles faced by students during learning. The results showed that the implementation of the "Sambung Kata" game can improve the poetry writing abilities of sixth-grade students at SDN 06 Rantau Utara. Quantitatively, there was an increase in the average poetry writing test score from cycle to cycle. This increase was also seen in the percentage of students who achieved learning completion. In cycle I, the percentage of students who completed was only 25%, but increased to 85% in cycle II. Qualitatively, the results of observations showed that students were more active and enthusiastic in participating in poetry writing learning after the implementation of the "Sambung Kata" game. They also appeared more creative in choosing words and using figures of speech in their poems. This game proved effective in improving students' vocabulary and word choice, which ultimately had an impact on improving poetry writing skills
The Implementation of the Know-Want-Learned (KWL) Learning Strategy Using Puzzle Media to Improve the Quality of Indonesian Language Learning for Grade VI Students at SD Negeri 30 Bilah Barat, Labuhan Batu Regency, Academic Year 2025-2026 Arika Ritonga; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1692

Abstract

This study aims to determine the effectiveness of the application of the Know Want Learned (KWL) learning strategy in improving the quality of Indonesian language learning through puzzle media for sixth grade students of SD Negeri 30 Bilah Barat, Labuhan Batu Regency, Academic Year 2025-2026. This type of research is Classroom Action Research (CAR) which is carried out in two cycles, each consisting of four stages: planning, implementation, observation, and reflection. The subjects of this study were sixth grade students of SD Negeri 30 Bilah Barat, while the object of this research was improving the quality of Indonesian language learning, especially in the ability to understand narrative texts. The instruments used to collect data were observation sheets and written tests given to students. The results of the study showed that the application of the KWL strategy with puzzle media can improve the quality of Indonesian language learning. This can be seen from the increase in student learning activities recorded in cycle I by 72.5% and increased to 85.3% in cycle II. In addition, student learning outcomes also increased, which is reflected in test scores that showed classical completeness in cycle I by 70% and in cycle II reaching 88%. Thus, the implementation of the KWL strategy with puzzle media is not only able to increase students' learning activities, but also strengthen their understanding of the material being taught. Based on these findings, it can be concluded that the implementation of the KWL strategy with puzzle media is effective in improving the quality of Indonesian language learning for sixth-grade students of SD Negeri 30 Bilah Barat, Labuhan Batu Regency, both in terms of learning activities and learning outcomes obtained
Social Dimension of Teacher-Students Interaction in Teaching English: CDA Approach Usaida, Esi Audya; Hasibuan, Ahmad Laut; Asnawi; Didik Santoso
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1693

Abstract

This research is driven by the significant shift in teacher roles from primary information providers to facilitators within student-centered learning models, which inherently alters classroom social dynamics. The study aims to identify the types of social dimensions in teacher-student interactions, analyze their realization through a Critical Discourse Analysis (CDA) lens, understand the underlying ideologies, and compare theoretical frameworks with actual classroom implementation. Using a qualitative approach with Critical Discourse Analysis (CDA) based on the theories of Teun A. van Dijk and Norman Fairclough, this study focuses on interactions in an eleventh-grade English class (Class XI Plus D) at SMA Negeri 1 Kutacane. Data were collected through observations of English teaching and learning sessions. The findings reveal four primary social dimensions: Power, Access, Dominance, and Control, which oscillate between hierarchical authority and collaborative engagement. While the teacher employs "soft power" and provides "access" to students, a "negotiated control" exists where the teacher remains the final arbiter, leading to a "mock democracy". The study concludes that a gap persists between the ideal student-centered model and practice, as interactions remain constrained by traditional patterns. Suggestions for future research include conducting longitudinal studies and incorporating "student voice" or multimodal analysis to gain a more holistic understanding of classroom power struggles
The Effect of Using Picture Word Puzzle Games on Reading Skills Students SDN 13 West Bilah Labuhan Batu Lili Kurniati; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1694

Abstract

This study aims to analyze the effect of using picture word puzzle games on the beginning reading skills of grade II students of SDN 13 Bilah Barat. The background of this study is based on the low beginning reading ability of students due to less varied and interesting learning methods. This study uses a quantitative approach with a One Group Pretest-Posttest Design, where the research subjects consisted of 22 grade II students. The research instruments were in the form of pretest and posttest tests, as well as observations during the learning process. The results of the data analysis showed that before the treatment, the average pretest score of students was 63.2, with only 36% of students achieving the Minimum Completion Criteria (KKM) of 70. After being given treatment using picture word puzzle games, the average posttest score increased to 81.4, with 86% of students achieving the KKM. Statistical analysis using the t-test showed that the t-count value (5.62) > t-table (2.08) at a significance level of 0.05, which means there was a significant difference before and after treatment. The results of this study indicate that picture word puzzle games have a positive and significant effect on students' early reading skills. With a more interactive approach, students become more motivated and active in learning. Therefore, the use of educational games such as picture word puzzles can be recommended as an alternative strategy in improving early reading skills in elementary schools
Efforts to Increase Interest in Reading Using Digital Comics as a Learning media Indonesia Language Subject SDN 19 Rantau Selatan Labuhan Batu Regency Maradona Harahap; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1695

Abstract

This study aims to determine the effect of using digital comic media on reading interest of fourth grade students of SDN 19 Rantau Selatan. The background of this study is the low interest in reading of students caused by the lack of interesting learning media. The research method used is a quantitative method with a quasi-experimental research design. The research sample consisted of two classes, namely the experimental class (IV-A) consisting of 26 students who used digital comics in learning and the control class (IV-B) consisting of 27 students who used conventional methods. The research instrument was a questionnaire that measured students' reading interest before and after treatment. The results of the study showed a significant increase in reading interest in the experimental class after the use of digital comics. The average reading interest score in the experimental class increased from 34.96 to 43.73, while in the control class the increase was not significant with an average of 34.44. The results of the t-test showed that the use of digital comics had a significant positive effect on increasing students' reading interest with a tcount = 5.548, which was greater than ttable = 1.675 at a significance level of 5%. Thus, this study concludes that digital comics are an effective learning medium in increasing elementary school students' reading interest. This study provides recommendations for teachers to utilize digital comics as an alternative in learning Indonesian to increase students' reading interest
Comparison of The Expository Approach and The Inquiry Approach in Improving Vocabulary Learning Outcomes Used by State Elementary School 10 South Rantau Labuhan Batu Regency Maratimbo Harahap; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1696

Abstract

This study aims to compare the effect of the expository approach and the inquiry approach in improving vocabulary learning outcomes in sixth-grade students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency, in the 2025-2026 academic year. Vocabulary is an important material in teaching Indonesian which is the focus of this study. The expository approach involves the presentation of teaching materials that have been neatly prepared by the teacher, while the inquiry approach focuses on learning that demands active student involvement through the discovery process. The research method used is an experiment with an objective test instrument totaling 40 questions given after students have participated in learning using both approaches. This study aims to determine the differences in vocabulary learning outcomes of students taught using the expository approach and the inquiry approach. The results showed that the average value of vocabulary learning outcomes of students taught with the expository approach was 72.57, which can be categorized as good. Meanwhile, the learning outcomes of students taught with the inquiry approach obtained an average value of 85.07, which can be categorized as very good. Based on data analysis and statistical tests, there was a significant difference between the two approaches, where the inquiry approach showed a better increase in vocabulary learning outcomes by 17.22% compared to the expository approach. Thus, it can be concluded that the use of the inquiry approach is more effective in improving vocabulary learning outcomes of grade VI students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency in the 2025-2026 academic year
Analysis of the Effectiveness of Quizizz and Kahoot Gamification Learning Media on Improving Students' Conceptual Understanding: An Empirical Study at STKIP Budidaya Binjai Poppy Hasnah Harahap; Pane, Sri Hartati; Susanty Siregar, Susi; Irhami Tanjung, Syahri; Beru Ginting, Sri Ulina; Rahmat Kartolo; Sutikno
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1697

Abstract

The transformation of digital era learning necessitates the adoption of educational technology that is responsive to the cognitive characteristics of contemporary students. This study explores the comparative effectiveness of the Quizizz and Kahoot gamification platforms in improving the conceptual understanding of STKIP Budidaya Binjai students. Using a quasi- experimental design with a pretest-posttest control group involving ninety (n=90) students distributed into three groups: experimental group 1 (Quizizz, n=30), experimental group 2 (Kahoot, n=30), and a control group (conventional method, n=30). The learning intervention was implemented for eight weeks in the Indonesian Language Learning Strategy course. Data collection instruments included a conceptual understanding test, an academic engagement questionnaire, and participant observation. Significant findings indicated that the Quizizz group showed a 34.7% increase in mean scores (from 62.3 to 84.0), the Kahoot group increased by 28.5% (from 61.8 to 79.4), while the control group only increased by 12.3% (from 63.1 to 70.9). Academic engagement showed that 87.3% of students in the Quizizz group and 83.7% in the Kahoot group reported high motivation compared to 54.2% in the control group. The distinguishing characteristics of the two platforms—self-paced, self-paced learning on Quizizz versus real-time competitive learning on Kahoot—resulted in different learning outcome profiles: Quizizz excelled in deep understanding and long-term retention, while Kahoot excelled in immediate recall and class enthusiasm. The study recommends strategic integration of the two platforms based on specific learning objectives and pedagogical contexts. Implications of the study indicate the need for institutional support in technological infrastructure and faculty professional development to optimize gamification-based learning
Implementation of Group Discussion Learning Method Through The Two Stay Two Stray Learning Model to Student of Elementary School 10 South Rantau Labuhan Batu Rahma Ritonga; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1698

Abstract

The application of the Two Stay Two Stray learning model can help students become more active during learning and better master the problems discussed. Two Stay Two Stray is a cooperative learning model that provides an opportunity for groups to share results and information with other groups. This model teaches students to actively discuss in groups and work together to discuss a problem. In this cooperative learning, learning groups are formed heterogeneously, both in terms of academic ability, gender, race, ethnicity, and so on, so that each group member can help each other, both in receiving and providing assistance. The emphasis is not only on completing tasks, but also on developing interpersonal relationships that are mutually respectful. Based on the results of the study, discussion activities using the Two Stay Two Stray learning model showed maximum results. Students showed significant improvements in aspects of courage, enthusiasm, clarity of speech, and sentence structure during discussions. They were also able to express opinions accompanied by rational reasons. The improvement in discussion results can be seen from the comparison of students' abilities before and after the implementation of the action. At the pre-action stage, students' discussion ability scores were still relatively low. Students looked passive, shy, and less active in discussions. They also lacked the courage to convey ideas or arguments and were less fluent in speaking. After being subjected to the action, students' abilities increased significantly. The results of this study indicate that the Two Stay Two Stray learning model has a positive influence on group discussion skills in the Indonesian Language subject. This model is effective in improving the discussion skills of fifth grade students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency, 2025-2026 Academic Year
Correlation of Levels Indonesian Language Skill In Using Indonesian Sentence Structure With Achievement Motivation On Student Learning Outcomes SMP 2 Satap Pangkatan Labuhan Batu Rahmaidani Siregar; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1699

Abstract

The research problem in this study is: What is the correlation between the level of proficiency in using Indonesian sentence structures and achievement motivation on the learning outcomes of Grade VIII students at SMP Negeri 2 Satap Pangkatan, Labuhan Batu Regency, in the academic year 2025-2026? The purpose of this study is to determine the correlation between the level of proficiency in using Indonesian sentence structures and achievement motivation on the learning outcomes of Grade VIII students at SMP Negeri 2 Satap Pangkatan, Labuhan Batu Regency, in the academic year 2025-2026. This study employs a descriptive method with a correlation analysis technique. The population of this research includes all Grade VIII students of SMP Negeri 2 Satap Pangkatan in the academic year 2025-2026, totaling 60 students. The sample was taken as a total sampling (population study). The research instruments used were tests and questionnaires. Tests were employed to measure the proficiency in using Indonesian sentence structures and writing expository texts, while questionnaires were used to collect data on students' achievement motivation. The results of the study show a significant relationship between proficiency in using Indonesian sentence structures and achievement motivation on students' learning outcomes. At a 5% significance level, the ttt-test value exceeds the ttt-table value, thus accepting the hypothesis HaH_aHa. Therefore, proficiency in using Indonesian sentence structures has a positive correlation with expository writing skills, as does achievement motivation, which contributes to the learning outcomes of expository writing for Grade VIII students at SMP Negeri 2 Satap Pangkatan, Labuhan Batu Regency, in the academic year 2025-2026
Efforts To Improve Students' Learning Outcomes in Indonesian Language for Descriptive Text Material Using The "Guessing Style" Learning Method SDN 17 North Rantau Labuhan Batu Sri Bunga; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1700

Abstract

This study aims to determine the effect of the " Guess Style" learning method on students' learning outcomes in descriptive text material.The research questions in this study are:(1) Does the "Guess Style" learning method significantly affect students' learning outcomes in descriptive text material? (2) How significant is the difference in learning outcomes between students who use the " Guess Style" method and those who use conventional learning methods? This study was conducted at SDN 17 Rantau Utara, Labuhan Batu Regency, North Sumatra, during the 2025-2026 academic year. The results showed that before the treatment, the experimental class had an average pre-test score of 69.2, with a maximum score of 75 and a minimum score of 55, while the control class had an average pre-test score of 69.72, with a maximum score of 77 and a minimum score of 61. After the treatment, the experimental class's average post-test score increased to 80.2, with a maximum score of 95 and a minimum score of 70. Meanwhile, the control class obtained an average post-test score of 75.4, with a maximum score of 85 and a minimum score of 68. The percentage of students achieving the "Excellent" category (80-100) in the experimental class increased to 52%, while in the control class, it was only 24%. Hypothesis testing using a t-test showed that t_count = 2.668 was greater than t_table = 1.677 at a significance level of 0.05, leading to the rejection of H₀ and acceptance of Hₐ. This proves that the " Guess Style" method has a significant effect on improving students' learning outcomes compared to conventional methods. It can be concluded that the " Tebak Gaya" learning method is more effective in enhancing students' understanding of descriptive text material, as well as increasing students' active participation and interest in learning the Indonesian language