279 research outputs found

    Aplikasi Support Vector Machine (SVM) untuk Pencarian Binding Site Protein-Ligan

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    Drug design (desain obat) telah banyak dikembangkan dengan berbantuan komputer. Langkah awal dalam desain obat berbantuan komputer yaitu dengan mencari daerah binding site suatu protein. Binding site adalah suatu rongga pada permukaan protein yang berperan sebagai tempat melekatnya suatu ligan. Dalam penelitian ini, prediksi binding site protein-ligan dirumuskan sebagai klasifikasi biner, yaitu sebagai pembeda daerah berpotensi mengikat ligan  dan daerah yang tidak berpotensi mengikat ligan. Dataset yang akan digunakan dalam penelitian ini yaitu diambil dari webserver RCSB Protein Data Bank) sebanyak 14 data protein. Untuk menyelesaikan masalah klasifikasi tersebut, dipilihlah metode Support Vector Machine (SVM). Hasil dari penelitian ini diperoleh rata-rata training untuk akurasi 99,02%, precision 99,04%, recall 99,02%, f-measure 99,02%, MCC 96,84%, ROC 92,82%, PRC 93,71%, dan rata-rata waktu training sebesar 18,92 detik. Serta didapat rata-rata akurasi testing sebesar  95,98 % dan rata-rata waktu test sebesar 0,03642 detik. Kata kunci: drug design, Support Vector Machine (SVM

    Sluicing and asymmetries in the Cypriot-Greek wh-question formation

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    This paper examines the asymmetry in the occurrence of the embu strategy in Cypriot Greek (CG) wh-questions. I propose that the apparent obligatoriness of embu in inda wh-arguments actually derives from the fact that inda and ’mbu occupy Spec,CP in these interrogatives. This is supported by the syntactic behavior of indambu with respect to sluicing. In light of the asymmetries in sluices, I suggest an adapted version of the sluicing deletion approach. Under this approach, sluicing applies to the C phase head and its domain. Thus, only the elements occupying the specifier of CP are allowed to appear as sluicing remnants

    The Description of Knowledge about Antenatal Care in Village X Bandung Regency in 2019

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    The lack of maternal Antenatal care visit is one of the determinants that cause maternal mortality rates in Indonesia. Antenatal care is care for pregnant women during pregnancy, starting from conception to the birth of the fetus. The purpose of this study was to study the Antenatal Care Knowledge Overview in Village X Bandung Regency in 2019. The design of this study was quantitative descriptive with 74 postpartum mothers respondents. Data were collected using a knowledge questionnaire. The results obtained from the knowledge of Antenatal Care in Village X Bandung Regency in 2019 were high knowledge of Antenatal Care (73%) and low knowledge of 27%. The conclusion of the study showed respondents who had high knowledge of ANC was more than 73% compared to those who had low knowledge of 27%. Health workers need to improve health education for mothers with high gestational age and home visits

    ANALISIS PENGARUH ELECTRONIC MONEY TERHADAP JUMLAH UANG BEREDAR DAN VELOCITY OF MONEY DI INDONESIA

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    The purpose of this study is to determine whether electronic money has an effect on the money supply and velocity of money in Indonesia. Technological developments that are increasingly developing affect payment systems that used to use cash to become e-money. E-money is starting to develop and is in demand by the public because it is considered more efficient and effective. The increasing use of electronic money (e-money) by the public has an impact on the money supply (M1) in Indonesia and the velocity of money. This study uses a quantitative approach with the type of associative research. This study uses secondary data sources. The sample in this study is the value of the volume of electronic money, the value of the money supply and the value of the velocity of money in Indonesia in 2012-2021. This study uses secondary data sources. The data analysis method used in this research is simple linear regression analysis. The result of this research is that e-money has a significant effect on the money supply. Electronic money contains float funds that are highly liquid which can be used to make legal payment transactions. So when the value of float funds increases, the amount of money in circulation in the community also increases. Electronic money has a significant effect on the velocity of money, when many people use e-money, fewer people use cash to make transactions

    Using Flyswatter Game To Improve Students' Vocabulary Mastery At Grade Eigth SMP Dwi Sejahtera Pekanbaru

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    At the eight grade of SMP Dwi Sejahtera Pekanbaru, the researcher found some problem, such : they were lack of vocabulary, could not easy to memories the word, express the repitition word, low of motivation, bored of monotoun method, and they were shy to speak. They could not pass the passing grade (78), that's why the researcher conducted this research aimed to improve students' vocabulary mastery in short functional text by using flyswatter game. This research was Classroom Action Research (CAR). There were 30 students as participants, the instruments were test, observation, field note, and interview as the instrument. This research consisted of one cycle in which each cycle consisted of five meetings and one test. After conducting this research, it was found that the students' vocabulary mastery in short functonal text was improved in cycle 1. the average score was 83.67. The improvement was was influence by some factors such the students' enjoy in everysingle step,using flyswatter game could make the students more active, have some vocabularies, the teacher was explain the material clearly and using madia, and classroom condition very support the activities . It could be concluded that flyswatter game could improve students' vocabulary mastery in short functional text

    Isolation and X-ray crystal structure of tetrahydroisoquinoline alkaloids from Calycotome villosa Subsp. intermedias

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    Two tetrahydroisoquinoline alkaloids were extracted from the alkaloid fraction of a methanol extract of the seeds of Calycotome Villosa Subsp. intermedia. Their structures were established as (R)-1-hydroxymethyl-7-8-dimethoxy-1,2,3,4-tetrahydro- isoquinoline (1) and (S)-7-hydroxymethyl-2-3-dimethoxy-7,8,9,10-tetrahydroisoquinoline chloride (2) by spectroscopic techniques and X-ray diffraction analysis

    Pengembangan e-modul pembelajaran berbasis problem based learning (PBL) berbantuan quick response (QR) code pada materi koordinat cartesius Kelas VII MTS Muhammadiyah Gedongtengen

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    Penelitian dilakukan berdasarkan permasalahan yang diperoleh dari hasil kegiatan pra penelitian di MTs Muhammadiyah Gedongtengen antara lain: (1) siswa kelas VIII MTs Gedongtengen kesulitan belajar matematika secara mandiri; (2) keterbatasan bahan ajar; serta (3) siswa kelas VIII MTs Muhammadiyah Gedongtengen membutuhkan bahan ajar yang menarik dan mudah digunakan. Penelitian ini bertujuan untuk mengembangkan e-modul matematika berbasis Problem Based Learning (PBL) berbantuan Quick Response (QR) Code sebagai bahan ajar kelas VIII materi Koordinat Cartesius, mengetahui kelayakan e-modul berbasis Problem Based Learning (PBL) berbantuan Quick Response (QR) Code kelas VIII MTs Muhammadiyah Gedongtengen dan mengetahui respon siswa terhadap e-modul berbasis Problem Based Learning (PBL) dengan bantuan Quick Response (QR) Code. Penelitian pengembangan ini menggunakan model ADDIE. Subjek penelitian ini adalah siswa kelas VIII MTs Muhammadiyah Gedongtengen. Produk yang dikembangkan divalidasi terlebih dahulu oleh ahli materi dan ahli media. Setelah produk dikatakan layak, maka dilakukan uji coba kelas kecil dan uji coba kelas besar untuk dinilai oleh siswa. Hasil data tersebut diolah kemudian dianalisis dalam bentuk deskripsi. Hasil penelitian ini adalah sebagai berikut: (1) rata-rata skor ahli media diperoleh 3, 72 dengan kriteria sangat baik; (2) rata-rata skor ahli materi diperoleh 3,42 dengan kriteria sangat baik serta (3) rata-rata hasil respon siswa diperoleh 3, 36 dengan kriteria sangat baik. Berdasarkan penilaian keseluruhan tersebut, dapat disimpulkan bahwa e-modul berbasis Problem Based Learning (PBL) berbantuan Quick Response(QR) Code pada materi Sistem Koordinat kelas VIII SMP/ MTs layak digunakan dalam pembelajaran matematika

    Mathematics that arises from collaborative gameplay in The Sims 3

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    Mathematics emerges and is used in out-of-school settings, such as workplace settings and everyday activities. An activity that many children enjoy doing in their everyday lives is playing digital games for entertainment. However, research exploring mathematics that emerges during children’s gameplay in out-of-school settings is limited. This study aims to shed light to this field of research by exploring mathematics that arises in collaborative gameplay in The Sims 3, which is a real-life simulation commercial digital game that allows players to edit a domestic onscreen environment, in out-of-school settings and without a teacher’s intervention. Following a constructionist epistemology and a socio-cultural theoretical framework that views context as paramount, the research design of this study is ‘embedded multiple case study’, with activity being the unit of analysis. This study followed eight 8-12 year-old children who, in pairs, were asked to do two open tasks which are considered integral to this digital game’s gameplay. First, they were asked to build, furnish and decorate a house without budget constraints and then a house for a selected Sims family with a budget constraint. The four groups’ onscreen gameplay activity and talk was recorded using screen recording software; analysis focused on players’ goal-directed actions and discourse during gameplay. This study argues that players underwent an instrumental genesis during gameplay and that: i. mathematics that arose in players’ gameplay activity was ‘blended’ with players’ everyday prior understandings and the game’s virtual artefacts and rules which they used as resources, ii. mathematical thinking in this game lies in players mathematicising relationships which are hidden in the game’s virtual artefacts and become mobilised during gameplay, iii. the constrained gameplay influenced players’ mathematical thinking as players experienced unexpected situations which required them to use their mathematical prior understandings and Mercer’s exploratory type of talk
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