Rahanra, Nicodemus
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Development of Android-based Edutainment game on Numerical Ability Rahanra, Nicodemus; Destari , Dina; Cakranegara, Pandu Adi; Andriyana, Erni; Ellyawati , Noor; Pratiwi, Vidya
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 2 (2023): Research Article, Volume 7 Issue 2 April, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i2.12057

Abstract

Learning mathematic cannot be separated from the mathematical symbol and a numerical skill, which is required as ability to perform calculation and related matters with the numbers. This research is aimed to improve the numerical ability of students. The method used was based on Borg and call, which consisted of ten main stages involved. The first research result is the validation of android-based mobile games edutainment, that is, the average value of the three experts is 78.33% with valid criteria. Then the average validation results of the android mobile game test questions based on edutainment is 77.77% with valid criteria. The second is the value of simplicity, seen from the value of the questionnaire which was filled in by all fresh graduates which was accumulated so that a percentage of 85.84% was obtained with very practical criteria. Furthermore, the effectiveness is seen from the increase in scores workmanship of fresh graduate pretest and posttest which is calculated by the formula T test results obtained by increasing the pretest posttest score then ability numerical increase so that it is categorized as effective. Thus it is concluded that the development of android mobile games is based on edutainment on numerical ability is categorized valid, practical, and effective for used
E-Commerce System as A Web-Based Marketing Media for Fishermen's Catch in Wainami Village, Nabire Regency Rahanra, Nicodemus
Technologia Journal Vol. 2 No. 1 (2025): Technologia Journal - February
Publisher : Pt. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/y5nv2w67

Abstract

Weinami Village is a village located on an island adjacent to Napan Village. The livelihoods of the residents in the village are as fishermen. The geographical position of the research location which is far from the city center makes it difficult for fishermen to market their catch. The livelihoods of residents around Weinami Village are fishermen, therefore there are no buying and selling transactions in the village, so the fishermen are confused about distributing their catch. E-Commerce is a system that connects sellers and buyers in an interaction network. If analogized as a market, then the transactions that occur take place digitally, not in a physical location. In this case, the business center is not a real building, but a digital-based system. By utilizing the internet network, the process of marketing and selling catches can be carried out widely without being hindered by national borders (Apridiansyah.et.all.2019). The author has developed a web-based fishing catch marketing system, starting from application planning to database creation. In the process, there was an error in the code that caused an error, but it was finally fixed. Currently, the marketing system in Weinami Village has been connected via localhost for testing purposes. Furthermore, this system is planned to be further developed with its own domain so that it can be used by fishermen in Weinami Village, thus facilitating transactions between sellers and buyers