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Afnan Al-Menhali,Aisha Al-Rumaihi,Hana Al-Mohammed,Hana Al-Mazrooey,Maryam Al-Shamlan,Meaad AlJassim,Noof Al-Korbi,Ali Hussein Eid 한국식품영양과학회 2015 Journal of medicinal food Vol.18 No.1
Colorectal cancer (CRC) remains one of the most common malignancies and a leading cause of cancer-related deaths. Its prognosis remains poor for patients with several grades of this disease. This underscores the need for alternative modalities, such as herbal medicines, to treat this disease. A commonly used plant that appears to be of high medicinal value is Thymus vulgaris L. However, the effects of this plant on the malignant behavior of human CRC cells remains poorly investigated. This study was undertaken to determine the anticancer efficacy of T. vulgaris extract (TVE) in CRC cells. Our results show that TVE inhibits proliferation in a concentration- and time-dependent fashion. This decreased proliferation was concomitant with increased apoptotic cell death as evidenced by increased caspase3/7 activity.Moreover, TVE also decreased adhesion to fibronectin in a concentration-dependent manner. The migratory and invasive capacities of HCT116 cells were significantly inhibited by TVE. Taken together, these data suggest that the TVE inhibits malignant phenotype of colon cancer cells. Therefore, T. vulgaris could have an anticancer effect and that some of its bioactive compounds may prove to be effective treatment modalities for human CRC.
Al-Sulami, Sami Ben Shamlan Bakhit International Journal of Computer ScienceNetwork S 2022 International journal of computer science and netw Vol.22 No.5
The study aimed to pinpoint the effects of an educational environment based on gamification on developing achievement motivation among first-grade intermediate students. Using an achievement motivation scale, the study adopted a quasi-experimental design with experimental and control groups. The sample consisted of 52 students selected randomly from the first-grade intermediate students. They were studying in public intermediate schools in Jeddah at the time of this study. They were divided into two groups. The control group (n=24 respondent), and the experimental group (n=28 respondent). The results showed statistically significant differences at the level α ≥ 0.05 between the mean scores of the experimental group and the control group in the posttest of the achievement motivation measurement in favor of the experimental group. The study recommended using gamification in designing computer curricula and courses across educational stages in Saudi Arabia. It also recommends training the computer and information technology teachers on using gamification in their teaching.
Al-Salami, Sami Ben Shamlan Bakhit International Journal of Computer ScienceNetwork S 2022 International journal of computer science and netw Vol.22 No.9
The intent of this paper is to unveil the effectiveness of different learning environments (traditional, electronic, blended) in educational institutions through a set of dimensions: an introduction to traditional education and e-learning, the importance and objectives of e-learning, the difference between e-learning and traditional education and teachers' roles in e-learning, the challenges facing the use of e-learning. It also introduces blended learning, providing an account about its emergence, concept, importance, the difference between blended learning and e-learning, the advantages of blended learning, and the challenges confront using blended learning.
An Account of Virtual and Augmented Reality in Educational Institutions
Al-Salami, Sami Ben Shamlan Bakhit International Journal of Computer ScienceNetwork S 2022 International journal of computer science and netw Vol.22 No.9
This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.
Gamification in Educational Institutions: Concepts and Difficulties
Bakhit Al-Salami, Sami Ben Shamlan International Journal of Computer ScienceNetwork S 2022 International journal of computer science and netw Vol.22 No.9
This paper provides an account of gamification in education. Apart from its emergence, it clarifies how gamification differs from gaming and game-based learning. It also discusses the elements of gamification, its advantages and its principles. It also sketches the theoretical underpinning of the concept, the models, its various applications, and the obstacles to using it in the educational process.