A new approach has been developed to provide an overview about signal behavior in indoor environments using Cost-231 Multiwall Model (Cost-231 MWM) and Adaptive Data Rate (ADR) method. This approach used as a reference for access point (AP) placement for campus building. The Cost-231 MWM plays a role in estimating the measured power received by user (usually called as Received Signal Strength Indicator/RSSI) by considering the existence of obstacles around the transmitter (AP). We used Institut Asia Malang environments as the case study and gave some recommendations for AP placement: ten optimal placements for the first, third and fourth floor, also seven optimal placements for the second floor. These recommendations were based on the RSSI for good and excellent level signal (-50 dBm until -10dBm). This research also uses the Adaptive Data Rate (ADR) mechanism approach to reduce the amount of packet loss (kbps) resulting from obstacles that cause attenuation (-dB). With the Adaptive Data Rate mechanism, it means increasing the number of access points, the signal attenuation (-dB) occurs from the obstacles (Walls) that are penetrated by the Radio Frequency device and causes attenuation (-dB), the more Access points on the Multi-Wall, will allow communication and data transmitting stability.
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
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