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AS Ahmar
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arrusjetech@ahmar.id
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INDONESIA
ARRUS Journal of Engineering and Technology
ISSN : 27767914     EISSN : 28073045     DOI : https://doi.org/10.35877/jetech.v1i1
ARRUS Journal of Engineering and Technology preserves prompt publication of manuscripts that meet the broad-spectrum criteria of scientific excellence. Areas of interest include, but are not limited to: Aerospace Engineering Architecture Evaluations Automation and Mechatronics Engineering Bioengineering Chemical Technology Civil and Architecture Engineering Computer Science Construction Control Systems Engineering Data Engineering Electrical, Electronics and Computer Engineering Engineering Mathematics Engineering Science Environmental Engineering and technology Fluid Engineering Genetic Algorithms Information Engineering and Technology Information Theory Marine and Agriculture engineering Material and Chemical Engineering Materials & Technology Engineering Mechanical, Industrial and Manufacturing Engineering Nuclear Engineering Optical Engineering Petroleum and Mining Engineering Petroleum Engineering Physics Robotics & Automation Engineering Software Engineering Statistical Techniques Thermodynamics
Articles 89 Documents
Development of An Educational Alphabet Game for Early Childhood Using Construct 3 Praditya, Dinar Okto; Auliana, Sigit; Permana, Basuki Rakhim Setya
ARRUS Journal of Engineering and Technology Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4179

Abstract

The shift in learning behavior among Generation Z and millennial children, born into the digital era, emphasizes the need for engaging, interactive, and meaningful educational tools. This study aims to develop an Android-based educational game application using Construct 3 to help early childhood learners recognize and spell alphabets. The development follows the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation phases. The game incorporates drag-and-drop mechanics to arrange letters into words based on visual prompts. Black-box testing confirmed the application functioned as intended. The game is expected to enhance early literacy by providing a fun, interactive learning experience on mobile platforms.
TSA App by R Shiny : Time Series Analysis Application for Univariate Series Data Tri Utomo, Agung; Ahmar, Ansari Saleh; Aidid, Muhammad Kasim; Rais, Zulkifli; Alfairus, Muh. Qodri
ARRUS Journal of Engineering and Technology Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4398

Abstract

Time series analysis is a statistical method used to model and forecast sequential data over time. This modeling is typically performed using software, but most analytical tools require paid licenses. To address this issue, the TSA App by R Shiny is developed as an open-source application that is easily accessible. The application features a dashboard-based interface designed to help users perform univariate time series analysis without requiring programming skills. This study compares the analysis results of the TSA App with other software such as R Studio, Minitab, and Python. The results show that the TSA App produces comparable outputs in terms of visualization, ARIMA modeling, and forecasting accuracy. Therefore, the TSA App provides a practical and legal solution for time series analysis, especially for users who are unfamiliar with coding.
Development of a Menu Introduction Application for Domino's Pizza Serang Using Construct 2 Halim, Abdul; Rohman, Ali; Cika Ananda, Naswa
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4147

Abstract

The development of information technology has had a significant impact on various aspects of life, including the culinary field. Domino’s Pizza, as one of the international fast-food restaurant franchises, offers a wide variety of menu items that need to be introduced effectively to customers. However, the menu introduction media used so far is still conventional, such as brochures and verbal explanations, which are considered less engaging and interactive. This study aims to develop a menu introduction application for Domino’s Pizza Serang using Construct 2 as an interactive multimedia-based tool. The development method used in this study is the Multimedia Development Life Cycle (MDLC), which consists of the stages: concept, design, material collecting, assembly, testing, and distribution. The application includes several main features, such as the main menu, menu list, and company profile. Application testing was conducted by distributing questionnaires to 10 respondents using the Likert scale. The evaluation results showed that the application received an average user satisfaction score of 4.29 out of 5, indicating that the application is considered good and suitable for use as a promotional and product information medium. Therefore, this application can be an effective solution in introducing Domino’s Pizza products in an engaging and efficient manner.
Development Of An Educational Game For Introducing Indonesian Traditional Musical Instruments Using Construct 2 At Sdn Patra Manggala 2, Tangerang Regency Adi Purnama, Bintang; Halim, Abdul; Rohman, Ali
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4162

Abstract

The rapid development of information technology can be utilized as an engaging and interactive learning medium, especially for elementary school students. One effective way to introduce Indonesian culture from an early age is through digital media that presents traditional musical instruments. This study aims to develop an educational game using Construct 2 as an interactive learning medium to introduce various types of Indonesian traditional musical instruments to fourth-grade students at SDN Patra Manggala 2, Tangerang Regency. The research method used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The analysis stage is conducted to identify the needs of students and teachers, while the design and development stages are used to design and build the educational game. Subsequently, the implementation and evaluation stages are carried out to test the feasibility and effectiveness of the game in the learning process. The test results show that the developed game is rated as "highly feasible" based on validation from media and content experts, and received positive responses from both students and teachers. This game not only provides knowledge about traditional musical instruments but also enhances students' learning motivation through enjoyable visual, audio, and interactive approaches. Therefore, this Construct 2-based educational game can serve as an effective and engaging alternative learning medium to introduce Indonesian culture to elementary school students.
Design Of An Educational Game For Introducing Flat Shapes To 4th Grade Elementary Students At Sdn Temugiring Using Construct 2 Ardiansyah, Muhammad; Munawir, Ahmad; Amaldi, Wahyu
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4163

Abstract

This study aims to design and develop an educational game that serves as an interactive learning medium to introduce the concept of flat shapes to fourth-grade students at SDN Temugiring. In elementary school mathematics, especially on the topic of flat shapes, many students still face difficulties in understanding the forms and characteristics of each shape. Therefore, the use of interactive learning media in the form of educational games is expected to provide a more enjoyable and engaging learning experience for students. The development of this game follows the Multimedia Development Life Cycle (MDLC) method, which consists of several stages: concept formulation, design, material collection, production, testing, and distribution. The game application was developed using Construct 2, as this platform offers an easy-to-understand interface and supports the development of 2D-based games. The results of the study show that this educational game successfully enhances students’ understanding of flat shape material and positively impacts their learning motivation in the classroom.
Reservoir Characterization of the Hugin Formation, Volve Field Norway, Using Integrated Seismic Inversion and Multiattribute Analysis Based on a Probabilistic Neural Network (PNN) Kartika, Amelia; Handoyo Handoyo; Asido Saputra Sigalingging; Farizki Budi Pangestu; Husain, Mochammad Wafa
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4411

Abstract

Akuisisi seismik 3D di Lapangan Volve, yang terletak di Cekungan Laut Utara, Norwegia, dilakukan untuk mengeksplorasi potensi hidrokarbon Formasi Hugin, yang diendapkan selama era Mesozoikum. Dataset yang dianalisis terdiri dari data seismik migrasi waktu pasca-tumpukan 3D dan data log sumur (sonik, densitas, dan porositas) untuk mendukung proses interpretasi. Penelitian ini bertujuan untuk mengkarakterisasi zona reservoir melalui integrasi inversi seismik Impedansi Akustik (AI) dan analisis multiatribut menggunakan metode Jaringan Syaraf Tiruan Probabilistik (PNN). Inversi seismik digunakan untuk menghasilkan penampang AI yang merepresentasikan variasi sifat fisik batuan, sementara analisis multiatribut berbasis PNN digunakan untuk memprediksi distribusi log porositas dari data seismik secara nonlinier. Hasil penelitian menunjukkan bahwa reservoir batupasir di dalam Formasi Hugin memiliki nilai AI berkisar antara 7000 hingga 8000 (g/cc·m/s) dan nilai porositas antara 0,15 hingga 0,30 (v/v). Integrasi kedua metode ini terbukti efektif dalam meningkatkan resolusi karakterisasi reservoir dan mendelineasi zona prospek hidrokarbon di Lapangan Volve. Kata kunci: Formasi Hugin, inversi impedansi akustik, karakterisasi reservoir, jaringan saraf probabilistik, refleksi seismik.
Performance Evaluation of an Anaerobic-Aerobic Biofilter in the Wastewater Treatment System of a Mortuary Facility Sudiyanto, I Wayan; Magfirah HS, Sri; Aeni, Nur; Misykat Azis, Sri; Sattuang, Herlina
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4429

Abstract

Mortuary facilities generate wastewater with elevated concentrations of organic matter, suspended solids, oils and grease, ammonia, and microbial contaminants, necessitating effective treatment to mitigate environmental and public health risks. This study evaluates the performance of an anaerobic–aerobic biofilter wastewater treatment plant (WWTP) serving a mortuary facility in Makassar City. Wastewater samples were collected at the influent and effluent points of the system during July and August 2025 and analyzed for BOD₅, COD, TSS, oil and grease, NH₃–N, and total coliforms. The influent wastewater exhibited high pollutant loads (e.g., BOD₅: 58.1–58.4 mg/L; COD: 139.50–140.33 mg/L; TSS: 63.2–64.9 mg/L; NH₃–N: 13.42–13.94 mg/L; coliforms: 9532–9541 CFU/100 mL). Treatment by the biofilter consistently reduced these contaminants, producing effluent concentrations within applicable national standards. Removal efficiencies in July ranged from 45.56–67.81%, while efficiencies in August ranged from 52.11–70.03% for physicochemical parameters. Microbial removal was also effective, achieving 75.55% and 77.58% reduction in July and August, respectively. These findings demonstrate that the anaerobic–aerobic biofilter performs reliably under routine operating conditions, effectively reducing organic pollutants, suspended solids, oils and grease, ammonia, and total coliforms in mortuary wastewater. The system provides compliant effluent quality without additional treatment stages, indicating its suitability for managing medium-strength, high-organic-load wastewater generated by mortuary activities.
Green Feed Innovation with Goat Milk Yogurt Casein to Mitigate Dioxin Accumulation in Nile Tilapia Nur Aeni; Sri Magfirah HS
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4470

Abstract

Dioxins are toxic and persistent organochlorine pollutants that bioaccumulate in fish tissues, posing health risks to consumers. This study evaluated the potential of casein isolated from goat milk yogurt as a bioprotective agent to reduce dioxin bioaccumulation in Nile tilapia (Oreochromis sp.). A Completely Randomized Design (CRD) was employed with three groups: a negative control (no exposure), a positive control (dioxin exposure), and a therapy group (dioxin exposure plus dietary casein supplementation). Fish were maintained for 30 days, consisting of 15 days of dioxin exposure followed by 15 days of casein therapy. Survival rate was highest in the negative control (100%), intermediate in the therapy group (67%), and lowest in the positive control (17%). Gas Chromatography–Mass Spectrometry (GC–MS) analysis showed that casein supplementation reduced dioxin concentration in muscle tissue threefold compared with the positive control (0.02% vs. 0.06%; p < 0.001). Histopathological analysis further indicated that casein attenuated hepatic damage, with a lower damage score in the therapy group (10) compared to the positive control (16). These findings suggest that casein from goat milk yogurt has potential as a functional feed ingredient to suppress dioxin accumulation and mitigate toxic effects in fish, although full physiological recovery was not achieved.
Visual Screening of Chloride (Cl⁻) Ions Using a Colorimetric Sensor with Comparative Anion Study Majid, Ahmad Fudhail; Suryani, A. Irma
ARRUS Journal of Engineering and Technology Vol. 5 No. 2 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4582

Abstract

The presence of inorganic anions, particularly chloride (Cl⁻), nitrate (NO₃⁻), and sulfate (SO₄²⁻), in aquatic environments and food products necessitates effective monitoring. Excessive concentrations of these anions may compromise fishery product quality and pose risks to human health. This study presents a visual screening approach for Cl⁻ ions that leverages comparative colorimetric responses of NO₃⁻ and SO₄²⁻ ions. The method employs a colorimetric indicator that generates distinct color changes upon interaction with target anions, allowing distinct visual differentiation between Cl- ions and competing anions. Experimental results demonstrate a marked and concentration-dependent color change toward Cl⁻ ions in the 10–100 µM range, whereas NO₃⁻ and SO₄²⁻ elicit only weak or negligible visual responses, even at higher concentrations. The strong contrast in visual response underscores the selectivity of this screening strategy toward Cl- ions. These findings suggest that the approach has potential as a rapid, practical, and cost-effective method for preliminary screening of inorganic anions in environmental and food monitoring applications.