Ade Wijaya
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KINERJA APARATUR SIPIL NEGARA PADA KOMISI PEMILIHAN UMUM KABUPATEN MUSI RAWAS UTARA Fisip PAsira; Ade Wijaya
Jurnal PAsira Vol 3 No 1 (2020): 28 Februari 2020
Publisher : Jurnal PAsira

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.89 KB)

Abstract

ABSTRACT This study aims to find out in depth about the performance of the State Civil Apparatus at the General Election Commission of Musi Rawas Utara Regency. This study uses data collection techniques using observation, interview, documentation and types of primary and secondary data sources. Also, the data analysis techniques used in this study include data reduction, data display and conclusion drawing / verification. The results of this study show ASN in the field of programs and data, carry out election stages implementing data updating, solving data updating problems by coordinating with relevant agencies, completing all work in the election stages by forming a technical team, planning election programs and arranging election work procedures and always coordinating fellow ASN in the field of programs and data, arranging the work procedures for election assistant employees such as PPK, PPS, KPPS, PPLN, and KPPSLN, and always collaborating with other ASNs in the KPU office. Musi Rawa Utara Regency and in collaboration with Disdukcapil, Bawaslu, Politk Parties, Police, Satpol PP and the Community. Keywords: Performance; Civil Servant Service ABSTRAK Penelitian ini bertujuan untuk mengetahui secara mendalam tentang Kinerja Aparatur Sipil Negara Pada Komisi Pemilihan Umum Kabupaten Musi Rawas Utara. Penelitian ini menggunakan metode teknik pengumpulan data menggunakan metode observasi, wawancara, dokumentasi dan jenis sumber data primer dan sekunder. Serta, teknik analisa data yang digunakan dalam penelitian ini meliputi reduksi data, display data dan conclution drawing/verivication. Hasil penelitian ini menunjukan aparatur sipil negara (ASN) bidang program dan data, melakukan tahapan pemilu melaksanakan pemutakhiran data, menyelesaikan permasalahan pemutakhiran data dengan cara berkordinasi dengan instansi terkait, menyelesaikan seluruh pekerjaan tahapan pemilu dengan cara membentuk tim teknis, merencanakan program pemilu dan menyusun tata kerja pemilu serta selalu berkordinasi sesama ASN bidang program dan data, menyusun tata kerja karyawan pembantu pemilihan seperti PPK, PPS, KPPS, PPLN, dan KPPSLN, serta selalu berkerja sama sesama ASN yang ada dikantor KPU. Kabupaten Musi Rawa Utara dan berkerja sama dengan Disdukcapil, Bawaslu, Partai Politk, Kepolisian, Satpol PP serta Masyarakat. Kata Kunci: Kinerja, Aparatur Sipil Negara
PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN APLIKASI SMART APPS CREATOR PADA MATERI SISTEM PENCERNAAN MANUSIA Rachma Safitri, Nur; Yuyun Elizabeth Patras; Ade Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30206

Abstract

  This research aims to address the lack of engagement in learning activities in a specific elementary school classroom by developing interactive learning media. The focus of this study is to create an application-based interactive multimedia on the topic of the human digestive system for fifth grade students. The research follows the R&D approach with the ADDIE model, involving analysis, design, development, implementation, and evaluation stages. Data was collected through observations, interviews, questionnaires, and documentation, and analyzed qualitatively and quantitatively. The developed media was validated by experts in the field, and a trial was conducted with 21 students. The results showed high percentages of validation and trial success, media validation that have been carried out obtained a percentage of 96%, 100% language validation, and 85% material validation, with 93% overall average, indicating that the developed interactive multimedia is highly suitable for learning activities and considered "very worthy" by the participants. Thus, it can be concluded that the smart apps creator application is an effective tool for engaging students in learning about the human digestive system.      
PENGEMBANGAN BAHAN AJAR FLIPBOOK BERBANTUAN APLIKASI ANYFLIP MATERI PERUBAHAN ENERGI DI SEKITAR KITA Rizkika, Nabila; Yuli Mulyawati; Ade Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16984

Abstract

Nabila Rizkika. 037120131. This research aims to determine the development of the Flipbook assisted by the Anyflip Application on the Material of Energy Changes Around Us which was created for class IV students at SDS Islam Nurul Iman and to determine the feasibility of the Flipbook assisted by the Anyflip Application for the learning process at school. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. Validation tests were carried out on media experts, language experts and material experts to develop and perfect the Flipbook assisted by the Anyflip Application for students and questionnaires, pre-test and post-test questions were distributed to students as well as to determine the suitability of the Flipbook assisted by the Anyflip Application in learning. The results of the validation test showed that media experts with a percentage of 98% met very feasible criteria, language experts with a percentage of 98% met very feasible criteria, and material experts with a percentage of 80% met very feasible criteria. These results show that Flipbook is very suitable to be developed for students and is very suitable to be used as teaching material in learning
PENGEMBANGAN E-LKPD MENGGUNAKAN APLIKASI WIZER.ME PADA MATERI KONDISI PEREKONOMIAN DI DAERAHKU Febriyanti Bahari, Anggita; Rostikawati, Teti; Ade Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

The purpose of this research is to develop E-LKPD using an application Wizer. me about the economic conditions in my area. Research methodology used Research and Development ADDIE development model (Analysis, Design, Development, Implementation, evaluation). The purpose of this research was carried out at SDN Ciawi 03 Bogor Regency in the even semester of the 2023/2024 school year. In this study, validation tests were carried out on E-LKPD products by media, language, and material experts. The results of validation by media experts obtained 91% with very feasible criteria, linguists obtained 100% with very feasible criteria, and by material experts 76% with feasible criteria. The results of the student response questionnaire were 93% in the very good category and the average score of N-Gain Learning Outcomes was 0.74 in the high category. The results show that E-LKPD using the Wizer. My application is very suitable for the learning process and can improve student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBANTUAN APLIKASI PIXTON PADA MATERI INDONESIA KAYA HAYATINYA Nadia Rusheryanti; Wawan Syahiril Anwar; Ade Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28816

Abstract

This study aims to develop digital comic learning media assisted by the Pixton application on the material of Indonesia Kaya Hidupnya and to determine the feasibility of digital comic learning media. The method used is Research and Development using the ADDIE model. Validation tests were carried out on media experts, language experts, and material experts. Implemented in class V with 35 students. The results of the study showed that the digital comic learning media developed had a very feasible category, with media experts 100% "Very Feasible", language experts 94% "Very Feasible", lecturer material experts 88% "Very Feasible", teacher material experts 92% "Very Feasible" teacher responses 90%, and student responses 91%. Based on the results of the study, it can be concluded that the digital comic learning media assisted by the Pixton application developed is very feasible to be used as a learning medium in schools.