Claim Missing Document
Check
Articles

Found 18 Documents
Search

Potential Hydrophobic Pocket of Squalene Synthase: An In Silico Analysis Amelia, Fitri; Hidayat, Basultan; Iryani, Iryani; Iswendi, Iswendi
EKSAKTA: Berkala Ilmiah Bidang MIPA Vol. 22 No. 1 (2021): Eksakta : Berkala Ilmiah Bidang MIPA (E-ISSN : 2549-7464)
Publisher : Faculty of Mathematics and Natural Sciences (FMIPA), Universitas Negeri Padang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (766.487 KB) | DOI: 10.24036/eksakta/vol22-iss1/263

Abstract

Cardiovascular disease cases increase due to consumption cholesterol dietary habit. It is well-known that squalence synthase (SQS) is the first committed enzyme for cholesterol synthesis. Therefore, SQS become target of anti-cholesterol. This paper aims to determine the potential binding pocket of SQS (PDB ID: 1EZF). Dogsitescorer, siteFinder, and DEPTH were used for binding pocket prediction and MOE 2009.10 was performed for molecular docking. We found that there are five out of 37 pockets which have druggability score above 0.8. Pocket_5 is the highest drugability and favorable for hydrophobic interaction, yet lower number of hydrogen bond with the ligand. However, Pocket_2, and Pocket_3 are suitable for hydrogen bond formation of ligand-protein. Molecular docking study showed that TAK-475, D99, and Cynarin inhibitors were embedded on the P_2 and P_3 of SQS, showing that P2_and P3 are promising binding pocket for ligand interactions. These results show a promising alternative to design anti-cholesterol using these potential pocket in silico.
Practicality And Effectiveness Game Snake Chemistry Ladder as a Learning Media on Material Reaction Reduction and Oxidation Class X SMA/MA Yuliana, Yusi; Iswendi, Iswendi
Journal of Educational Sciences Vol. 7 No. 4 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.652-662

Abstract

This study is to examine the developed game snake ladder chemistry as a learning media to the real class. Objective study to disclose level practicality and level effectiveness game snake ladder chemistry as a learning medium on material Reaction Reduction and Oxidation class X MAN 1 Padang Panjang. Design study is One-Group Pretest-Posttest Design. Subject study is class X MIPA 3. Instruments study on test practicality form questionnaire practicality to teachers and participants educate and test effectiveness form question pre-test and completed post - test tested try it. Practicality data analyzed with percentage and effectiveness data with N-Gain. Based on results analysis of the data obtained, the teacher practicality is 91% (very practical) and participants educate on a small group by 86% (very practical), and test field-test obtained by 87% (very practical). Results analysis effectiveness obtained mark N-Gain by 76% with category effective. Based on results, study can conclude that game snake ladder chemistry as a learning medium on material reaction reduction and oxidation class X MAN 1 Padang Panjang very practical and effective.
The Practicality and Effectiveness of the Chemical Snakes and Ladders Game on Acid-Base Material on the Learning Outcomes of Class XI SMA/MA Students Lantusia, Marina; Iswendi, Iswendi
Journal of Educational Sciences Vol. 7 No. 2 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.2.p.233-241

Abstract

This research was motivated by the availability of the chemical ladder snake game as a medium for learning acid-base material developed by Amalia Putri Lubis & Iswendi. It is valid but not tested for practicality and effectiveness. This study aims to determine the suitability and effectiveness of the chemical snakes and ladders game. This type of research is a continuation of development research with a Pretest-Posttest Control Group Design and is a 4-D model development. The research population is class XI MIPA students of SMAN 1 Ranah Batahan. Samples take using by Simple Random Sampling technique. The research instruments were useful questionnaires and learning achievement tests. The data analysis technique is the practicality percentage technique and the N-Gain test and t-test. The results of the data analysis of practicality are, at a convenient level, for effectiveness the results of data analysis show pretty effective. This is evidenced by the N-Gain percentage of the experimental class of 66% at a somewhat adequate level and the control class of 47% at a less practical level, and supported by hypothesis testing with the t-test, namely tcount (2.6686)> table (2.0106) at the real level α = 0.05 with dk = 48 and chance t0.95.
Practicality and Effectiveness of Chemical Ludo Games as Learning Media of Acid and Base Materials to Students of Class XI SMA/MA Iswendi, Iswendi; Husni, Hikmah Ibnu
Journal of Educational Sciences Vol. 7 No. 2 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.2.p.334-340

Abstract

This research is a continuation of the development research conducted by Rentia Lestari with a valid 4-D model but has not been tested for its practicality and effectiveness. The study aims to determine the level of practicality and level of effectiveness of chemical ludo games as a medium of learning of acid and base materials against student learning outcomes. The study was designed by Pretest-Posttest Control Group Design. The research objects are Class XI Mipa 1 (control class) and Class XI Mipa 2 (experiment class) at SMA N 1 V Koto Kampung Dalam. Pre-testing and posttesting. The practicality data was analyzed with the percentage of practicality and effectiveness with N-Gain. Data analysis results are practical in teachers at a very practical level and students are at a fairly practical, for the effectiveness of the data analysis results show quite effective, which is supported by an improved understanding of the learning outcomes of the higher experimental class compared to the control class. The average post-test scores of the experimental and control classes of 77.14 and 70.15 respectively and the analysis results with the N-Gain experimental class of 0.59 were at a fairly effective rate and the control class of 0.51 was at a less effective rate, the learning results of the experimental class increased than the control Class where tcount (3.62) > ttable(1.67) at the real level α= 0.05. This indicates increased learning outcomes.
PENGARUH PERMAINAN LUDO KIMIA BERBASIS ANDROID MATERI REAKSI REDUKSI DAN OKSIDASI TERHADAP HASIL BELAJAR SISWA FASE E SMK Maharani, Denisa; Iswendi, Iswendi
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6657

Abstract

This research is part of the development of an Educational Design Research (EDR) model using the Plomp approach, which has previously been proven valid, practical, and effective, but has not yet been specifically tested in terms of its effect on learning outcomes. This study aims to examine the influence of using an Android-based chemistry ludo game as a learning medium on students' learning outcomes in redox reaction material. The method employed was a pretest-posttest control group design, with samples randomly selected from a homogeneous population. The research subjects consisted of two Grade X classes at SMK SMAK Padang, namely class X8 as the experimental group and class X4 as the control group. The instruments used in this study were learning outcome tests and questionnaires. The collected data were analyzed using a t-test to test the research hypothesis. The results of the hypothesis test showed that the t-value (2.8337) was greater than the t-table value (1.9989) at a significance level of ? = 0.05. Therefore, it can be concluded that the use of Android-based chemistry ludo game media in redox reaction material has a significant positive effect on improving students’ cognitive learning outcomes at Phase E of vocational high school. ABSTRAKPenelitian ini merupakan bagian dari pengembangan model Educational Design Research (EDR) dengan pendekatan Plomp yang sebelumnya telah terbukti valid, praktis, dan efektif, namun belum diuji secara khusus dari segi pengaruhnya terhadap hasil belajar. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan ludo kimia berbasis Android terhadap hasil belajar peserta didik pada materi reaksi reduksi dan oksidasi. Metode yang digunakan adalah pretest-posttest control group design dengan sampel yang dipilih secara acak dari populasi yang homogen. Subjek penelitian terdiri dari dua kelas X di SMK SMAK Padang, yaitu kelas X8 sebagai kelas eksperimen dan kelas X4 kelas kontrol. Instrumen yang digunakan dalam penelitian ini meliputi tes hasil belajar kognitif peserta didik. Data yang diperoleh dianalisis menggunakan uji-t untuk menguji hipotesis penelitian. Hasil uji hipotesis menunjukkan bahwa nilai thitung sebesar 2,8337 lebih besar dari ttabel sebesar 1,9989 pada taraf signifikansi ? = 0,05. Dengan demikian, dapat disimpulkan bahwa penggunaan media permainan ludo kimia berbasis Android pada materi reaksi reduksi dan oksidasi berpengaruh secara signifikan terhadap peningkatan hasil belajar kognitif peserta didik pada ranah kognitif di fase E SMK.
PENGARUH PENGGUNAAN MEDIA PERMAINAN ULAR TANGGA KIMIA MATERI ASAM BASA TERHADAP HASIL BELAJAR PESERTA DIDIK FASE F SMA/MA Ramadhani, Nurul Fitri; Iswendi, Iswendi
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6676

Abstract

This study is based on the availability of a chemical snakes and ladders game about acid-base material in the form of exercises that have been tested for validity, practicality, and effectiveness, but have not yet been tested for their effect on students' cognitive learning outcomes. The purpose of this study is to analyze the effect of using the chemical snakes and ladders game on acid-base material on the cognitive learning outcomes of grade XI Fase F students at SMAN 1 Banuhampu. The type of research used is Quasi-Experimental Research through a Posttest Only Control Group Design. The research population includes all grade XI Chemistry students at SMAN 1 Banuhampu. The sample was selected using Total Sampling technique, so that the 11th grade Chemistry 1 class became the experimental group and the 11th grade Chemistry 2 class became the control group. The research instrument was a learning outcome test (posttest) with 20 multiple-choice questions. The average learning outcomes of students in the experimental group were 82.71, while those in the control group were 78. The data were analyzed using a t-test at a significance level of ? = 0.05. The results showed that the calculated t-value was 1.80 and the table t-value was 1.66, meaning that the calculated t-value exceeded the table t-value. Therefore, it can be concluded that the use of the chemistry snakes and ladders game had a significant effect on the cognitive learning outcomes of students in the 11th grade Fase F class at SMAN 1 Banuhampu. ABSTRAKPenelitian ini didasarkan pada ketersediaan permainan ular tangga kimia tentang materi asam-basa berbentuk latihan yang sudah dilakukan uji validitas, praktisitas, serta efektivitas, namun belum diuji pengaruhnya terhadap hasil belajar kognitif peserta didik. Tujuan penelitian ini adalah menganalisis pengaruh penggunaan media permainan ular tangga kimia pada materi asam-basa terhadap hasil belajar kognitif peserta didik kelas XI Fase F SMAN 1 Banuhampu. Jenis penelitian yang digunakan yaitu Quasi-Experimental Research melalui rancangan Posttest Only Control Group Design. Populasi penelitian meliputi seluruh peserta didik kelas XI Kimia di SMAN 1 Banuhampu. Sampel dipilih menggunakan teknik Sampling Total, sehingga kelas XI Kimia 1 menjadi kelompok eksperimen serta kelas XI Kimia 2 menjadi kelompok kontrol. Instrumen penelitian ini berupa tes hasil belajar (posttest) dengan 20 soal pilihan ganda. Rata-rata hasil belajar peserta didik di kelompok eksperimen yaitu 82,71, sedangkan di kelompok kontrol 78. Data dianalisis mempergunakan uji t pada tingkat signifikansi ? = 0,05. Hasil ini memperlihatkan bahwasanya nilai thitung 1,80 serta nilai ttabel 1,66, sehingga nilai thitung melebihi ttabel. Dengan demikian, dapat disimpulkan bahwasanya penggunaan permainan ular tangga kimia berpengaruh secara signifikan terhadap hasil belajar kognitif peserta didik kelas XI Fase F SMAN 1 Banuhampu.
Efektivitas Penggunaan Permainan Ludo Word Game Kimia Sebagai Media Chemo-Edutainment (CET) Pada Materi Sistem Koloid Terhadap Hasil Belajar Siswa Kelas XI SMA/MA Azzara, Salsabilla; Iswendi, Iswendi
Edukimia Vol 6, No 1 (2024): Edukimia-Vol 6, Issue 01 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ekj.v6.i1.a518

Abstract

Penelitian ini memiliki latarbelakang yaitu media permainan Ludo Word Game (LWG) sebagai media (CET) yang telah tersedia untuk mempelajari materi sistem koloid. Meskipun media tersebut sudah valid dan praktis, namun belum dilakukannya uji efektivitas terhadap hasil belajar siswa. Tujuan penelitian ini menentukan tingkat keefektifan penggunaan media permainan LWG kimia terhadap hasil belajar siswa kelas XI SMA Pembangunan Laboratorium UNP, terutama ranah kognitif. Penelitian ini lanjutan dari pengembangan menerapkan model Plomp. Desain penelitian ini Pretest-Posttest Control Group Design dengan populasi siswa yaitu kelas XI MIPA. Pengambilan sampel menggunakan teknik Simple Random Sampling diperoleh kelas XI MIPA 3 terpilih menjadi kelas eksperimen dan kelas XI MIPA 2 menjadi kelas kontrol. Jenis data yang digunakan data primer dari hasil belajar siswa melalui pretest dan posttest. Teknik analisis data dengan uji N-Gain, uji hipotesis menggunakan uji-t. Rata-rata nilai posttest untuk kelas eksperimen 83,4, kelas kontrol 63. Selain itu, rata-rata skor N-Gain kelas eksperimen mencapai 0,78 dikategorikan sebagai tinggi, kelas kontrol sebesar 0,53 dikategorikan sebagai sedang. Dengan melakukan uji-t, (8,312)(1,66), taraf nyata α=0,05. Oleh karena itu, H0 ditolak H1 diterima. Hasil penelitian diperoleh kesimpulan bahwa permainan LWG sebagai media CET materi sistem koloid efektif signifikan dalam meningkatkan hasil belajar siswa pada ranah kognitif. 
Efektivitas Ludo Word Game Kimia Sebagai Media Pembelajaran Pada Materi Minyak Bumi Terhadap Hasil Belajar Siswa Kelas XI MAN 1 Kota Padang Rasyid, Irfan Aminullah; Iswendi, Iswendi
Edukimia Vol 6, No 1 (2024): Edukimia-Vol 6, Issue 01 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ekj.v6.i1.a515

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat efektivitas Ludo Word Game kimia sebagai media pembelajaran pada materi minyak bumi terhadap hasil belajar kognitif siswa di kelas XI MAN 1 Kota Padang. Penelitian sebelumnya telah menguji tingkat validitas dan praktikalitas Ludo Word Game pada materi minyak bumi, tetapi belum dilakukan uji efektivitas. Jenis penelitian ini adalah Quasi Eksperimen dengan rancangan Non-equivalent Control Group Design. Populasi penelitian ini adalah siswa kelas XI MIPA MAN 1 Kota Padang. Sampel diambil dengan teknik purposive sampling dengan siswa kelas XI MIPA 2 dan 3 sebagai sampel kelas eksperimen dan kontrol. Instrumen penelitian ini adalah tes hasil belajar pretest-posttest. Hasil analisis data menunjukkan bahwa nilai N-Gain kelas eksperimen 0,75 dalam kategori tinggi, sedangkan nilai N-Gain kelas kontrol adalah 0,47 dalam kategori sedang. Hasil uji t dengan taraf nyata 0,05 adalah Thitung (7,82) Ttabel (1,99), yang menunjukkan hipotesis diterima. Hasil penelitian menunjukkan bahwa hasil belajar siswa kelas eksperimen lebih tinggi secara signifikan dibandingkan kelas kontrol. Oleh karena itu, Ludo Word Game kimia yang digunakan dalam penelitian sebagai media pembelajaran pada materi minyak bumi efektif dalam meningkatkan hasil belajar kognitif siswa di kelas XI MAN 1 Kota Padang.