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Nexus between Digital Competency Level and Performance Level of State Civil Apparatus Setyawan, Yogi Febri; Gumilar, Annas; Apriliani, Ima; Bhaskoro, Ferdian
Journal La Sociale Vol. 6 No. 2 (2025): Journal La Sociale
Publisher : Borong Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journal-la-sociale.v6i2.1832

Abstract

This study analyzes the relationship between digital competence and performance of the State Civil Apparatus (ASN) in supporting the Digital Transformation agenda in Indonesia. Digital competency is measured using five variables from the DigComp 2.2 framework: Information and Data Literacy, Communication and Collaboration, Digital Content Creation, Digital Security and Problem Solving. Meanwhile, ASN performance is assessed through three variables: Task Performance, Contextual, and Adaptive. Data was obtained from 206 ASN respondents through questionnaires and analyzed using Confirmatory Factor Analysis (CFA). The results showed a significant positive relationship between digital competence and ASN performance, with a correlation of 0.769. The Digital Content Creation and Problem-Solving variables had the lowest competency levels, while the 41-45, 36-40, 51-55, and 56-62 years age groups showed a significant percentage of low categories. This research confirms the need to increase digital competence in improving ASN performance to support the success of digital transformation in the public sector.
Desain Formulir Pelaporan Kematian Perinatal Berbasis Elektronik dengan Menggunakan Metode Waterfall Apriliani, Ima; Syahidin, Yuda; Suryani, Ade Irma
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 4 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i4.43838

Abstract

Research that has been conducted at the Mother and Child Hospital X Bandung City aims to create an electronic-based perinatal death reporting form design to facilitate medical recorders in managing perinatal death data effectively, efficiently and accurately. The problems faced are the absence of classification of reports based on perinatal, recording and searching for death data still using manual methods which result in mismatches in data, loss of data and delays in making perinatal death reports. In this research, the method used is qualitative research with a descriptive approach, and uses observation, interviews and documentation as data collection techniques. The Waterfall method is used as a development method that utilizes Visual Studio 2010 and Microsoft Access applications to facilitate system design. The method that has been applied produces a perinatal death reporting system that allows to reduce recording time, search for data and facilitate the work of medical recorders to obtain the reporting.
Playing to Focus: A Systematic Review of Reveal-and-React Board and Card Games for Executive Function Development in Children Charifa, Prisyafandiafif; Apriliani, Ima
Bulletin of Counseling and Psychotherapy Vol. 7 No. 2 (2025): Bulletin of Counseling and Psychotherapy
Publisher : Kuras Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51214/002025071524000

Abstract

Analog board and card games featuring reveal-and-react mechanics, characterized by immediate player responses to newly disclosed game elements, have emerged as promising tools for enhancing executive functions (EF), attention, memory, and problem-solving skills in children. This systematic review synthesizes findings from 13 studies, assessing the cognitive impact of reveal-and-react gameplay in participants aged 3–18, with particular emphasis on children aged ≤12 years. Results consistently indicate improvements across core EF domains such as inhibitory control, cognitive flexibility, and working memory. Notable games identified include Ghost Blitz, Dobble, Bee Alert, and Speed Cups, which provide structured yet engaging environments for cognitive training. The review underscores reveal-and-react mechanics as potent catalysts for developing rapid decision-making, attention control, and working memory updating. Moreover, these games hold significant educational and clinical potential, offering scalable, cost-effective interventions adaptable across diverse settings, including classrooms and therapeutic contexts. Despite limitations in study heterogeneity and longitudinal data scarcity, the collective evidence supports integrating these games into child-focused cognitive enhancement programs.