Focus & Scope

Aims

Journal of Elementary Education Research and Practice (JEERP) aims to serve as a platform for disseminating high-quality research and evidence-based educational practices. Our primary objective is to bridge the gap between educational theory and practice, fostering a collaborative space for academics, practitioners, and policymakers. JEERP emphasizes innovative, inclusive, and culturally responsive approaches to education, focusing on the intersection of local wisdom and global trends. By addressing challenges and opportunities in diverse educational contexts, particularly in Indonesia and the broader Southeast Asian region, JEERP aspires to contribute to advancing knowledge and improving educational systems worldwide.

 

Scope

JEERP welcomes original research articles, theoretical reviews, and practical case studies across a broad spectrum of topics in education. Submissions should align with one or more of the following areas:

Educational Research in Elementary
  1. Comparative or longitudinal studies linking educational practices in Indonesia with global trends.
  2. Research on technology-enhanced learning, artificial intelligence, and interdisciplinary teaching approaches.
  3. Analysis of curriculum implementation, particularly those integrating local wisdom or religious values.
  4. Studies highlighting inclusivity, sustainable education, or community empowerment strategies.
  5. Development and application of innovative methodologies tailored to local educational settings.
Educational Practice in Elementary
  1. Research or initiatives in teacher training and competency development.
  2. Implementation of research findings into classroom practices, including active learning, differentiated instruction, and authentic assessment.
  3. School leadership, resource management, and operational efficiency strategies.
  4. Practices promoting cultural diversity and inclusivity within educational environments.
  5. Case studies or practical applications of technology in teaching, such as Learning Management Systems (LMS), Virtual Reality (VR), and game-based learning.