Melanocortin 4 receptor gene is a potential marker gene for growth performance in ruminant and non-ruminant animals. The objective of this study was to perform allele and genotype frequencies, and association of melanocortin 4 receptor with growth traits in Bligon goat. Seventy seven blood samples were collected and DNA isolated successfully. One pair primers were used for PCR of MC4R gene (F: 5’-TCGGGCGTCTTGTTCATCAT-3’ and R: 5’-CAAGACTGGGCACTGCTTCA-3’). Two SNPs (g.998A/G and g.1079C/T) were identified in exon of Bligon MC4R by DNA sequencing and PCR-RFLP. The SNP g.998A/G identified amino acid change from isoleucine to methionine (I-M), while the SNP g.1079C/T was synonymous polymorphism. Based on relationship analysis between Genotype of MC4R gene (SNP g.998A/G) and growth traits indicated that GG genotype was lowest in weaning weight (WW; AA=13.0±1.7; AG=11.2±3.6; GG=9.2±3.9), weaning body length (WBL; AA=46.8±2.4; AG=46.3±6.0; GG=43.8±5.3) and weaning chest circumference (WCC; AA=50.9±4.0; AG=50.7±4.6; GG=47.1±7.3) compare to AA and AG genotype (p<0.05). Individual with CC and CT genotypes at SNP g.1079C/T had higher (P<0.05) in WW (CC=12.6±2.1; CT=12.5±2.5) and average daily gain (ADG; CC=81.2±21.8; CT=79.3±26.2) than TT genotype (WW=10.6±3.1; ADG=58.3±30.5). This results suggested that SNP g.998A/G and g.1079C/T of MC4R gene could be used as the genetic marker of growth traits for selection in Bligon goat.
Background: Coping is an important mediator for teenagers in response to stressors, and video games are widely used by teenagers to reduce the perceived stressors. Senior high school students are the group that commonly play and have a high risk of being addicted to video games.Objective: To determine differences in the risk of video games addiction based on coping strategies in Muhammadiyah 1 Yogyakarta school teenagers.Methods: This research was a quantitative comparative descriptive study with a cross-sectional design conducted on 156 teenagers in Muhammadiyah 1 Yogyakarta school in February 2020. Data were collected using the COPE Inventory and IGDS9-SF. Data analyzed using univariate analysis and bivariate using Kruskal Wallis and a post Hoc test using Mann-Whitney.Results: Most respondents were male (51,3%), aged 16 years old (47,4%), who began playing video games at the age >8 years old (6,4%), have played video games for £4 hours in a day (87,8%), and frequency 1-3 days a week (61,5%). There were no respondents with a risk of video game addiction (0%). Most respondents were classified into uncategorized coping strategies (89,1%). The religious coping component was mostly preferred (mean = 13,55), while substance using ranked the least (mean = 4,49). The results showed a significant difference between the types of coping strategies with video games addiction risk scores (p <0,05).Conclusion: Video games addiction risk scores in SMA Muhammadiyah 1 Yogyakarta teenagers differed significantly based on their coping strategies. ABSTRAKLatar belakang: Koping merupakan mediator penting bagi remaja dalam menanggapi stresor dan video game banyak digunakan oleh remaja untuk mengurangi stresor yang dirasakan. Remaja SMA merupakan kelompok yang kerap bermain dan berisiko tinggi mengalami kecanduan video game.Tujuan: Mengetahui perbedaan risiko kecanduan video game berdasarkan jenis strategi koping pada remaja di SMA Muhammadiyah 1 Yogyakarta.Metode: Penelitian ini merupakan penelitian deskriptif komparatif dengan desain cross-sectional yang dilakukan pada 156 remaja di SMA Muhammadiyah 1 Yogyakarta pada bulan Februari 2020. Data dikumpulkan menggunakan COPE Inventory dan IGDS9-SF. Analisis data berupa analisis univariat dan bivariat dengan Kruskal Wallis dan uji post hoc menggunakan uji Mann Whitney.Hasil: Mayoritas responden berjenis kelamin laki-laki (51,3%), berusia 16 tahun (47,4%), pertama kali bermain video game pada usia >8 tahun (65,4%), bermain video game dengan durasi £4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu (61,5%). Tidak ada responden yang memiliki risiko kecanduan video game (0%). Koping tidak terkategori paling banyak digunakan (89,1%). Komponen koping ‘kembali kepada agama’ paling banyak digunakan (mean = 13,55), sementara ‘penggunaan zat’ paling sedikit digunakan (mean = 4,49). Hasil uji beda terdapat perbedaan signifikan antara jenis strategi koping dengan skor risiko kecanduan video game (p<0,05). Simpulan: Skor risiko kecanduan video game pada remaja SMA Muhammadiyah 1 Yogyakarta berbeda secara signifikan berdasarkan strategi koping yang dimiliki.
The melanocortin-4 receptor (MC4R) gene plays an important role in sympathetic nerve activity, as well as adrenal and thyroid function and mediates the effects of leptin on energy homeostasis. This study aimed to investigate the effect of the 642 bpMC4R gene on feed intake, nutrient digestibility, average daily gain (ADG),and feed conversion ratio (FCR)at post-weaned in Bligon goat. Forty-six Bligon were used for the blood sample collection, and genomic DNA was extracted using the Geneaid isolation kit. Feed intake data were collected on 46 Bligon goats kept on 2 different animal houses, including the laboratory’s farm of Faculty of Animal Science Universitas Gadjah Mada (FAS UGM) with n=23 and Banyusoco farm (n=23). Variables observed were feed intake, nutrient digestibility,ADG,and FCR. All samples were genotyped using the PCR-RFLP method with the KpnIenzyme. One SNP was located in the exonic region (g.1079C/T). The t-test analysis revealed a significant association between SNP g.1079C/T and the digestibility of dry matter (DM), organic matter (OM),and total digestible nutrient (TDN) of Bligon goats at 7 months of age kept on FAS UGM, as well as the digestibility of DM, crude protein (CP), nitrogen-free extract (NFE),and TDN of Bligon goats at 7 months of age kept on Banyusoco. In conclusion, it is possible to use SNP g.1079C/T for animal genotyping and asaMAS for nutrient digestibility in Bligon goats
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