4 research outputs found

    The Comparative Study of Albendazole and Euphorbia thymifolia for Anthelmintic Activity

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    Nanoparticles are defined as particles with one or more dimensions and sizes between one and one hundred nanometers (nm) by ISO and ASTM standards. Due to their special qualities, silver nanoparticles have a wide range of uses, including antibacterial, anticancer, larvicidal, catalytic, and wound healing processes. Any medication that treats parasitic worm-related infections is known as an anthelmintic (helminthes). An established anthelmintic medication is Albendazole. Certain tapeworm infections are treated with the drug Albendazole (such as neurocysticercosis and hydatid disease). The centrifugation method wasused for 3 hours and 34 hours, respectively, to manufacture silver nanoparticles from Albendazole and Euphorbia thymifolia. Pheretima posthuma, an Indian earthworm, was tested for anthelmintic activity using Albendazole and Euphorbia thymifolia nanoparticles in ethanol. The results were stated for paralysis and bacterial death time after monitoring various concentrations of both Albendazole and Euphorbia thymifolia. Both plants' dose-dependent activity was seen. However, the synthetic medicineAlbendazole exhibits greater activity than the herbal drug Euphorbia thymifolia. It was determined thatboth the synthetic and natural medicines had anthelmintic activity, withAlbendazole having more of aneffect thanEuphorbia thymifolia

    The role of gamification in neurocognitive rehabilitation

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    Neurocognitive rehabilitation continues to face difficult challenges related to patient and institutional characteristics. This reality requires innovate solutions to increase patient motivation and involvement in the process, turning rehabilitation more meaningful and pleasurable, as well as to help therapists overcome difficulties such as the absence of material and human resources. Innovate rehabilitation techniques have the potential to create motivating, personalized, and ecologically valide tasks. In this chapter, the authors describe the reality of neurocognitive rehabilitation in acquired brain injury and present the advantages nd potential of digital information and communication technologies, especially serious games and gamification. Distinctive elements of these solutions and a reflection on the evolution of this area are presented. In order to establish evidence-based practices, it will be necessary demonstrate unequivocally the development of competences by the patients, supported by theses new solutions, and its generalization to real-life activities in future research. (80-99)info:eu-repo/semantics/publishedVersio
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