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Distribution Route Optimization Using the Nearest Neighbor Method and the Tabu Search Algorithm at PT. XYZ syakri lasau; Idham Halid Lahay; Rahmat Deddy Riyanto Dako; Jamal Darusalam Giu; Amirudin Yunus Dako; Syahrir Abdussamad
Jambura Journal of Electrical and Electronics Engineering Vol 8, No 1 (2026): Januari - Juni 2026
Publisher : Electrical Engineering Department Faculty of Engineering State University of Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jjeee.v8i1.31823

Abstract

PT. Sinar Kristal Nusantara currently only relies on driver experience in determining distribution routes without special studies, which causes delays in the delivery of crystal ice products due to irregular distribution flow. This study aims to determine the optimal distribution route with the shortest distance to make deliveries more efficient and timely. The methods used are Nearest Neighbor and Tabu Search algorithm. The process starts by classifying the initial route using Saving Matrix, then determining the optimal route through Nearest Neighbor and Tabu Search. The results showed that this method resulted in a total mileage of 31.05 km with a travel time of 37.26 minutes, more efficient than the current route which reached 63.90 km with a time of 75 minutes. Tabu Search proved to be a superior optimization method because it produced a shorter route than using Nearest Neighbor alone. In conclusion, the combination of Nearest Neighbor and Tabu Search can improve the efficiency of crystal ice distribution at PT. Sinar Kristal Nusantara.
Development of a Real-Time Multiplayer Web-Based Mathematical Puzzle Game for Geometric Reflection Learning Using WebSocket Fathan Mohamad; Rahmat Deddy Riyanto Dako; Ulfatun Nadifa; Wahab Musa; Syahrir Abdussamad; Bambang Panji Asmara
Jambura Journal of Electrical and Electronics Engineering Vol 8, No 2 (2026): Juli - Desember 2026
Publisher : Electrical Engineering Department Faculty of Engineering State University of Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jjeee.v8i2.40303

Abstract

Mathematics learning at the senior secondary level often faces challenges related to student engagement, heterogeneous comprehension levels, and the absence of interactive feedback mechanisms. This study develops and evaluates a web-based mathematical puzzle game named "ISOMETRIA" that integrates WebSocket technology to support real-time multiplayer features for learning the reflection topic among Grade XI students at MAN 1 Gorontalo City. The research follows the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The system was built using Phaser.js on the front end and Node.js, Express.js, and Socket.io on the back end, deployed via Vercel and Railway. WebSocket communication is structured into four phases: matchmaking, character selection, map exploration, and battle. A server-authoritative approach with a 200 millisecond race window mechanism was implemented to ensure fair and consistent gameplay under varying network latency conditions. Functionality testing across 25 scenarios confirmed that all features performed as expected. Effectiveness was evaluated with 38 students using a pre-test and post-test design. Mean scores improved from 57.1 to 69.2, and Wilcoxon Signed-Rank Test results yielded p 0.001, indicating a statistically significant improvement. Student response questionnaires returned an average score of 3.58 (sufficient agreement), covering usability, engagement, and perceived benefit. The research results indicate a significant improvement in learning outcomes following the use of the media