394 research outputs found

    The acute Toxicological effects of Gammalin 20 on the lung and Pancreas of Guinea Pig

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    The acute toxicological effects of Gammalin 20 (gamma Isomer of hexachlorocyclohexane) on the lungs and Pancreas of Guinea Pig were investigated. Twenty-Eight Guinea Pigs of 300gm average body wt were used for the study. Five dose levels 0.0gkg., 0.82gkg-1., 1.63gkg-1., 3.25gkg-1 and 6.5gkg-1 were obtained after a range finding test using five guinea pigs and administered intra peritoneally, into the animals. Signs and symptoms of toxicity (Irritability, staggering, laboured breathing, convulsion and death) were observed, scored in this order of severity and found to be dose dependent. Histopathological examination of the lungs revealed edema, congestion and disruption of lung architecture. The Pancreas showed acute toxic inflammatory reaction, edema, acute pancreatitis and disruption of Pancreatic architecture. LD50 of gammalin 20 in the male guinea pig using intraperitoneal route was 1.87gkg-1. gammalin 20 therefore based on classification of toxicity of chemicals was found to be slightly toxic to the male guinea pig using intraperitoneal route of administration. @JASE

    Investigation Of Acute Toxicological Effects Of Diesels Fuel In Rats ( Rattus rattus ) Using Histopathological Methods

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    Acute toxicological effects of diesel fuel in rats were investigated. The LD50 value was determined as 70.6gIkg using rats of 0.2kg body weight. Histopathological examination of rat tissues after exposure of rat groups to 0.9% saline (controlgroup), LD50 and LD100 of diesel fuel for 24 hour revealed black deposits and inplamination respectively in the pulmonary interstitium, and necrosis of the kidney and liver of rats administered with diesel fuel. From the international classification of the toxicity of chemicals based on their LD50 values, diesel fuel seemed to be relatively harmless, however, there is the need for caution in the use of the petroleum product as direct effect of it on tissues indicated toxicity. @ JASE

    Peningkatan Kemampuan Pemecahan Masalah Matematis Menggunakan Pendekatan Saintifik dan Pendekatan Ctl

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    This research aims to obtain information about the effect of instruction using scientific approach on the improvement of mathematical problem solving ability among students of State Junior High School (SMP Negeri) 13 Pontianak, West Kalimantan. The method used in this research was experiment research with a randomized pretest-posttest comparison group design. The results of data analysis showed that there were significant differences between the pretest and the posttest, namely using the scientific approach (pretest: 61.78%; posttest: 69.3 3%) and using CTL approach (pretest 58.50%; posttest 65.89%). This suggests that the improvement of the students\u27 ability in the mathematical problem solving using scientific approach is higher than the ability in the mathematical problem solving using contextual teaching and learning, and the improvement of the students\u27 ability is classified as moderate

    Dose-Time Effect of Crude Oil and Hydro-test Effluent on Freshwater and Brackish Water Habitats

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    This work was undertaken to investigate the dose-time effect of crude oil and hydro-test effluent on freshwater and brackish water habitats. The species used for the acute toxicity were freshwater fish, Tilapia guineenis (fry) and a brackish water shrimp, Palaemonetes africanus. Test results indicated that the brackish water juvenile shrimps were more sensitive to the mixture of the hydro-test effluent and crude oil than the freshwater habitat. This could be attributed to the physicochemical constituents of the receiving environment. In both the freshwater and brackish water habitats, the higher the concentration and longer the exposure of the test species, the higher the mortality rate. This was evidenced from test result which showed 0% mortality for 100mg/l at 4hrs for both the fresh water and brackish water species respectively, and 100% mortality at 4hrs for 100,000 mg/l concentration of the hydro-test effluent and crude oil mixture. The project therefore has provided a learning tool and a platform in evaluating the concentrations of the chemical and the duration of exposure required to produce the criterion effect. Moreover, test results validated the age long theory that "the most important factor that determines the effect of any substance is the dose-time relationship. @ JASE

    Student-Athletes with Learning Disabilities: Unique Problems, Unique Solutions

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    This paper explored the issues/acing student-athletes with learning disabilities and their academic counselors. Understanding the nature of learning disabilities and their effects can enhance the counselor's ability to address the complex needs of the student-athlete with a learning disability. The increasing numbers of college student-athletes who have diagnosed learning disabilities demands notice. This paper provided an explanation of the problems of diagnosis and treatment. Suggestions for academic counselors were provided, as well

    3D virtual worlds as environments for literacy learning

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    Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems - or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. Purpose: This paper identifies some of the key issues that emerged in designing and implementing virtual world work in a small number of primary schools in the UK. It examines the tensions between different discourses about literacy and literacy learning and shows how these were played out by teachers and pupils in classroom settings.Sources of evidence: Case study data are used as a basis for exploring and illustrating key aspects of design and implementation. The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author’s field notes of the planning process with accompanying minutes and meeting documents.Main argument: From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers’ and pupils’ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re-conceptualisation of what counts as learning.Conclusions: This work on 3D virtual worlds questions the notion of how transformative practice can be achieved with the use of new technologies. It suggests that changes in teacher preparation, continuing professional development as well as wider educational reform may be needed

    Integrating health behavior theory and design elements in serious games.

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    Background: Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective: To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods: We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results: A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions: This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose
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