305 research outputs found
Patterns of mango tree trauma in Juba Teaching Hospital
Background: Mango trees constitute a third of all the trees in Juba Town and peri-urban area and they produce fruits twice every year. This study was aimed at analyzing patterns of injury in mango tree trauma and evaluating the severity of injuries sustained.Methods: In this study, 103 patients who sustained mango tree injuries were evaluated. The patients’ ages, sex, tribe and nature of injury sustained after falling from mango trees (Figure 1) were recorded and analysed.Results: Most injuries were in the limbs (60%) with the upper limbs dominating (40%) compared to the lower limbs (20%). Compared to traffic road trauma, blunt abdominal injuries were rare but serious and occurred in 4 children. The most serious injuries sustained by the patients in this study, included splenic rapture (3 patients), severe head injury (3 patients) and spinal injury (2 patients). One patient died of severe head injury, one patient had post traumatic epilepsy and the patients with spinal injury were discharged from the hospital on wheel chair.Conclusion: Mango tree injury is a phenomenon which we can compare to a traffic road injuries, where the pattern of injury is not predictable or reproducible, as this depends on the nature of the impact and its severity. The low mortality is due to predominance of limbs injuries, contrary to road traffic crushes in which head, neck and abdominal injuries are common
Evaluation of DNA primase DnaG as a potential target for antibiotics
Mycobacteria contain genes for several DNA-dependent RNA primases, including dnaG, which encodes an essential replication enzyme that has been proposed as a target for antituberculosis compounds. An in silico analysis revealed that mycobacteria also possess archaeo-eukaryotic superfamily primases (AEPs) of unknown function. Using a homologous recombination system, we obtained direct evidence that wild-type dnaG cannot be deleted from the chromosome of Mycobacterium smegmatis without disrupting viability, even in backgrounds in which mycobacterial AEPs are overexpressed. In contrast, single-deletion AEP mutants or mutants defective for all four identified M. smegmatis AEP genes did not exhibit growth defects under standard laboratory conditions. Deletion of native dnaG in M. smegmatis was tolerated only after the integration of an extra intact copy of the M. smegmatis or Mycobacterium tuberculosis dnaG gene, under the control of chemically inducible promoters, into the attB site of the chromosome. M. tuberculosis and M. smegmatis DnaG proteins were overproduced and purified, and their primase activities were confirmed using radioactive RNA synthesis assays. The enzymes appeared to be sensitive to known inhibitors (suramin and doxorubicin) of DnaG. Notably, M. smegmatis bacilli appeared to be sensitive to doxorubicin and resistant to suramin. The growth and survival of conditional mutant mycobacterial strains in which DnaG was significantly depleted were only slightly affected under standard laboratory conditions. Thus, although DnaG is essential for mycobacterial viability, only low levels of protein are required for growth. This suggests that very efficient inhibition of enzyme activity would be required for mycobacterial DnaG to be useful as an antibiotic target
PURCHASE OF FAST-FASHION BY YOUNGER CONSUMERS IN INDONESIA: DO WE LIKE IT OR DO WE HAVE TO LIKE IT?
Introduction/Main Objectives: Fast-fashion has been contributing to growth in the fashion industry globally by shortening its life cycle and transforming the behavior of companies as well as younger consumers. Background Problems: Younger consumers are generally motivated to purchase products, especially those considered to be image-enhancing, not only externally (e.g. subjective norms and behavioral control) but also internally (e.g. intention to look good, positive attitude), yet it is unclear which motivation is the more dominant one. Novelty: This study combines two concepts, namely the theory of planned behavior that explains how internal and external motivation shapes younger consumers’ purchasing behavior, and vanity as the internal motivation that drives them to purchase fast-fashion. Research Methods: This study was conducted through an online survey of young consumers, who are active on social media, for data collection, resulting in 336 valid responses; the data were analyzed with structural equation modeling. Findings/Results: It was found that attitude was the most important determinant of the purchase intention, followed by physical vanity, the subjective norm, and perceived behavioral control. Further, perceived behavioral control also has a significant positive relationship with purchasing behavior. Conclusion: Younger consumers are more affected by their intrinsic motivation to consume fast-fashion compared to the extrinsic motivation from society. This information is useful for marketers to improve their communication strategies by emphasizing individual values that may shape positive attitudes, such as quality and comfort
Learning Sustainability with EPS@ISEP – Development of an Insectarium
8th International Symposium on Project Approaches in Engineering Education (PAEE)Sustainability plays a key role in EPS@ISEP programme - the European Project Semester programme at the School of Engineering of the Polytechnics of Porto. Not just the environmental, but also economical (marketing) and social (ethics) perspectives are explored by multicultural teams during this one semester capstone/internship programme. In 2015, a team of EPS@ISEP students choose to design and develop an insectarium to grow insects for reptile feeding. The team, after exploiting the topic, contemplated growing insects not only for animal feed, but also for human food. Their motivation resulted from the fact that insects, when compared with traditional sources of protein, are more sustainable, i.e., require considerably less resources per kg of protein. This approach, in the current Earth’s population growth scenario, contributes to minimise the resources required for meeting food needs. The main goal of the proposal was to raise the awareness of the participants regarding sustainable development while creating a functional, cost-effective, ecofriendly and attractive prototype. The team, driven by this multidisciplinary problem, performed: (i) a survey of competing products; (ii) a selection of the insect species to grow based on the study and comparison of the life cycle and habitat requirements of different species of insects; (iii) a marketing plan; (iv) a sustainability and an ethic and deontological analysis of the proposed solution; and (v) the design, assembling and testing of the prototype. Furthermore, the students also developed cross-cultural understanding, teamwork and communication skills. The project provided an excellent opportunity to foster the concept of sustainable development amongst the students
PENGARUH VIRTUALISASI LABORATORIUM BERBASIS ELECTRONICS WORKBENCH (EWB) PADA MATA KULIAH ELEKTRONIKA DASAR UNSRIT
ABSTRAKPenggunaan laboratorium virtual pada mata kuliah Elektronika Dasar sangatlah penting sebagai salah satu solusi mengatasi keterbatasan fasilitas pada laboratorium real di Universitas Sariputra Indonesia Tomohon. Virtualisasi laboratorium Elektronika Dasar ini dapat berfungsi selayaknya laboratorium real yang memanfaatkan media komputer dan software Electronics Workbench (EWB) dalam pembelajaran. Tujuan khusus penelitian ini adalah mengetahui pengaruh virtualisasi laboratorium berbasis Electronics Workbench (EWB) terhadap hasil belajar mahasiswa semester II Program Studi Teknik Informatika pada mata kuliah Elektronika Dasar di Universitas Sariputra Indonesia Tomohon. Metode yang digunakan adalah Pre-Eksperiment One-Group Pretest-Posttest Design dengan pengujian analisis paired sample t-test dengan sample penelitian diambil total sampling. Hipotesis penelitian dianalisis dengan bantuan aplikasi SPSS untuk memperoleh t hitung dengan taraf kepercayaan 95% dimana t hitung > t tabel yaitu 19,126 > 2,055 dan berdasarkan nilai signifikansi yaitu Sig. (2-tailed) 0,000 t table, that result 19,126 > 2,055 and based on the significance value of Sig. (2-tailed) 0.000 < 0.05, it can be concluded that there is a significant effect of based laboratory virtualization based on EWB to students learning outcomes of Informatics Engineering UNSRIT Semester II Basic Electronics material transistor amplifier. Furthermore, the N-Gain score test was carried out to see the effectiveness of using laboratory virtualization based on EWB to improving the learning outcomes of UNSRIT Informatics Engineering students with a result of 0.40 which was included in the moderate category. The output targeted in this study is expected to be published in a SINTA-accredited National journal 4 Journal of Study, Innovation and Physics Education Application p-ISSN: 2460-9587, i-SSN: 2614-7017 Study Program of Physics Education, Faculty of Teacher Training and Education, Muhamadiyah University, Mataram. Keywords : virtual laboratories; electronics workbench (EWB); basic electronics.
Pengembangan bahan ajar multimedia offline pada materi IPA Terpadu Kelas VIII SMP Negeri 2 Ranoyapo
Penelitian ini bertujuan untuk menghasilkan produk bahan ajar berbasis multimedia offline pada materi IPA terpadu di SMP Negeri 2 Ranoyapo Desa Poopo. Penelitian ini juga secara umum memperbaiki proses pembelajaran yang sebelumnya diterapkan dengan memanfaatkan kemajuan teknologi dalam bidang pendidikan. Metode penelitian yang digunakan adalah penelitian dan pengembangan Research and Developtment method (RD) dengan 7 langkah pengembangan yang diadaptasi dari Brog and Gall. Langkah – langkah pengembangan bahan ajar antara lain: 1) perencanaan, 2) studi eksplorasi, 3) pengembangan bentuk produk, 4) validasi, 5) pengumpulan dan analisis data, 6) revisi produk, dan 7) desiminasi. Pengembangan bahan ajar ini telah melalui uji pakar yang disebut ahli media dan ahli materi yang selanjutnya dianalisis menggunakan instrument dengan indikator dari segi pengembangan dan isi materi kemudian diujicobakan kepada kelas VIII SMP Negeri 2 Ranoyapo. Materi yang dikemas dalam bahan ajar multimedia offline ini yaitu IPA terpadu topik gerak lurus. Produk Bahan Ajar multimedia Offline ini telah divalidasi oleh ahli media dengan persentase kelayakan capaian 81% dan ahli materi dengan persentase kelayakan capaian 80 % dan berada pada kategori sangat kuat, serta hasil tanggapan siswa kelas VIII SMP SMP Negeri 2 Ranoyapo tentang produk sangat positif dengan persentase capaian 90% kategori sangat kuat serta hasil skor pretest 45,90 dan posttest 71,36 yang menunjukkan kenaikan pada pembelajaran siswa. Demikian produk bahan ajar multimedia offline ini dinyatakan layak digunakan dalam proses pembelajaran di sekolah
PENGEMBANGAN BAHAN AJAR SUHU DAN KALOR BERBASIS AUTOPLAY MEDIA STUDIO UNTUK MENINGKATKAN HASIL BELAJAR SISWA
ABSTRAKPengembangan Bahan Ajar Suhu dan Kalor berbasis Autoplay media studio ini bertujuan untuk menghasilkan produk bahan ajar fisika berbasis Autoplay media studio untuk meningkatkan hasil belajar siswa dengan memperbaiki proses pembelajaran menjadi lebih mudah dan menarik. Penelitian ini dilakukan di SMA Negeri 1 Tondano dengan menggambil materi suhu dan kalor di kelas X IPA 2 dengan jumlah siswa 28orang pada semester ganjil tahun ajaran 2019-2020. Penelitian ini menggunakan metode Research and Delevopment (R&D) dengan four-D-models yang dikembangkan oleh Thiagarajan, Semmel and Semmel. Model ini terbagi atas 4 tahap yaitu Define (pendefinisian), design (perancangan), develop (pengembangan) dan disseminate (penyebaran). Bahan ajar yang dikembangkan telah melewati proses pengujian oleh para ahli serta diujicobakan pada siswa dalam kelompok kecil untuk memperoleh respon siswa dan selanjutnya diujicobakan pada kelompok besar atau real class dan dianalisis hasil belajarnya. Hasil penelitian menunjukan bahan ajar yang dikembangkan memiliki persentase rata-rata sebesar 88% dari hasil validasi oleh ahli materi, 97 % dari hasil validasi oleh ahli media dan termasuk dalam kategori sangat kuat. Respon siswa terhadap bahan ajar berbasis Autoplay Media Studio pada uji kelompok kecil memberikan respon sebesar 96,3% termasuk dalam kategori sangat kuat. Eksperimen yang digunakan adalah metode desain by subject dimana sampel diberi perlakuan berbeda dalam dua periode. Periode pertama siswa diajar dengan model konvensional menggunakan media yang biasa digunakan di kelas dan periode kedua siswa diajar menggunakan Autoplay media studio yang dikembangkan dalam penelitian ini. Sebagai prasyarat pengujian normalitas diperoleh nilai signifikan pada periode 1 adalah 0.297 dan periode 2 diperoleh 0.256 lebih besar dari taraf nyata 0.05 maka dapat disimpulkan kedua data pada periode 1 dan periode 2 berdistribusi normal. Hasil pengujian hipotesis dibantu dengan aplikasi SPSS nilai atau dan berdasarkan signifikansi t table| or |19,483>2.473| and based on a significance <0.05 then H0 is rejected and it is concluded that the average learning outcomes of students who are taught using physics teaching materials based on autoplay media studio are higher than the learning outcomes of students who are taught using conventional models. Keywords: Development; Teaching Materials; Multimedia
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