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360-Degree Evaluation of Educational Skills of Senior Nursing Students: A Retrospective Study
Objective: To assess the educational skills of senior nursing students using the 360-degree evaluation method. Methods: This study retrospectively analyzed the scores of senior nursing students (n = 205) in terms of their educational skill evaluation by the instructor, preceptor, self, and peers. Data were collected retrospectively from the archived student files of the course between August 2022 and October 2022. SPSS for Windows v. 22.0 was used for statistical analysis. P.05). A positive and moderately significant correlation was observed between self-evaluation and peer-evaluation (r=.634; P<.001). Conclusion: The students tend to give higher scores in self-evaluation and peer-evaluation. Therefore, it is recommended that evaluators adhere to established rules and undergo proper training to prevent a lack of agreement in evaluation among raters and ensure a consistent assessment
65 yaş üstü bireylerde düzenli dijital oyun oynamanın bilişsel, psikolojik ve sosyal etkilerinin incelenmesi
Yaşlılık dönemi, bireylerin fiziksel olduğu kadar bilişsel ve psikolojik işlevlerinde de çeşitli değişimlerin yaşandığı kritik bir dönemdir. Bu dönemde yaşam kalitelerini direkt olarak etkileyen kaygı, stres, sosyal katılım ve bilişsel becerilerin korunması ve geliştirilmesi önem taşımaktadır. Bu çalışmanın amacı, 65 yaş ve üzeri bireylerde düzenli dijital oyun oynamanın psikolojik durum, sosyal katılım durumu ve bilişsel performansları üzerindeki etkilerini incelemektir. Araştırma, nicel ve nitel verilerin birlikte kullanıldığı karma yöntem desenlerinden biri olan iç içe karma desen çerçevesinde yapılandırılmıştır. Veri toplama süreci, ön test-son test kontrol gruplu deneysel desen temelinde modellenmiştir. Araştırma, İzmir ilinde Aile ve Sosyal Hizmetler Bakanlığı'na bağlı bir huzurevinde ikamet eden, bilişsel ve fiziksel olarak bağımsız hareket edebilen 65 yaş ve üzeri 48 yaşlı birey ile yürütülmüştür. Ön test uygulamaları sonrasında, katılımcılar tabakalı randomizasyon yöntemi ile deney ve kontrol gruplarına atanmıştır. Deney grubundaki katılımcılar, sekiz hafta boyunca haftada üç gün ve her biri en fazla bir saat süren oturumlarla dijital oyun oynama uygulamasına katılmıştır. Kontrol grubuna ise herhangi bir müdahale uygulanmamıştır. Katılımcıların psikolojik durumları, "Durumluk ve Sürekli Kaygı Ölçeği (STAI)" ile, stres düzeyleri ise "Görsel Analog Ölçeği (VAS)" aracılığıyla ölçülmüştür. Bilişsel performansları değerlendirmek amacıyla, Psychology Experiment Building Language (PEBL) test bataryasından "Change Detection, Timewall, Flanker ve Corsi Blok testleri" kullanılmıştır. Sosyal katılım durumlarını belirlemek amacıyla ise, literatür taraması sonucunda geliştirilen yarı yapılandırılmış üç açık uçlu sorudan oluşan nitel görüşme formu kullanılmıştır. Nicel veriler, IBM SPSS Statistics 27 programı ile analiz edilmiş; nitel veriler ise MAXQDA yazılımı kullanılarak nitel içerik analizi yöntemiyle değerlendirilmiştir. Bulgular, Dijital oyun uygulaması sonrasında deney grubunun durumluk kaygı düzeylerinde anlamlı bir düşüş gözlemlenmiştir. Ayrıca, deney grubunun kaygı düzeyleri kontrol grubuna kıyasla anlamlı düzeyde daha düşük bulunmuştur. Katılımcıların bilişsel performansları değerlendirildiğinde, deney grubunun oyun uygulaması sonrası performanslarında olumlu yönde artış gözlemlenmiştir. Ek olarak, deney grubunun bilişsel performansları kontrol grubuna kıyasla anlamlı düzeyde daha yüksek bulunmuştur. Nitel bulgular ise sosyal katılım düzeylerinde artış olduğunu göstermiş; katılımcılar, "Bireysel Etki, Aktivitenin Önemi, Pozitif Hisler, Sosyalleşme İsteği, Sosyalleşme Farkındalığı ve Olumsuz Çevre Etkisi" olarak belirlenen ön test temaları üzerinden son test verilerinde dijital oyun deneyimlerinden memnuniyetlerini ifade etmişlerdir. Bu çalışma, dijital oyunların sadece eğlence aracı olmanın ötesinde, yaşlı bireylerin psikolojik, sosyal ve bilişsel iyi oluşlarını destekleyici bir uygulama yöntemi olarak değerlendirilebileceğini ortaya koymaktadır. Ek olarak, düzenli dijital oyun oynamanın, 65 yaş ve üzeri bireylerin kaygı düzeylerini ve stres seviyelerini azaltmada, bilişsel performanslarını geliştirmede ve sosyal katılımlarını artırmada olumlu etkiler sağladığı bulunmuştur. Elde edilen bulgular, yaşlı bireylerin dijital dünyaya entegrasyonu için kurumlara yönelik programların yaygınlaştırılması gerektiğini de ortaya koymaktadır. Ayrıca gelecek çalışmalar için, dijital oyun uygulamalarının farklı yaş grupları ve çeşitli oyun türleriyle uzun vadeli etkilerinin araştırılması önerilmektedir.The aging period is a critical stage during which individuals experience various changes not only physically but also in cognitive and psychological functions. During this stage, it is essential to preserve and enhance anxiety management, stress regulation, social participation, and cognitive performance, all of which directly impact quality of life. This study aims to examine the effects of regular digital game playing on the psychological state, social participation, and cognitive performance of individuals aged 65 and over. The research was structured within the framework of an embedded mixed methods design, which combines both quantitative and qualitative data collection approaches. The data collection process was modeled based on a pre-test, post-test control group experimental design. The study was conducted with 48 elderly individuals aged 65 and over, residing in a nursing home affiliated with the Ministry of Family and Social Services in İzmir, who were cognitively and physically able to function independently. Following the pretest assessments, participants were assigned to experimental and control groups through stratified randomization. Participants in the experimental group engaged in digital game sessions three times a week, each lasting up to one hour, over a period of eight weeks. No intervention was applied to the control group. Psychological states of the participants were assessed using the "State-Trait Anxiety Inventory (STAI)," while stress levels were measured via the "Visual Analog Scale (VAS)." To evaluate cognitive performance, tests from the Psychology Experiment Building Language (PEBL) battery namely, Change Detection, Timewall, Flanker, and Corsi Block tests were employed. Social participation levels were determined using a semi-structured qualitative interview form consisting of three open-ended questions developed based on a literature review. Quantitative data were analyzed using IBM SPSS Statistics 27, while qualitative data were evaluated through content analysis using the MAXQDA software. Findings revealed a significant decrease in state anxiety levels in the experimental group following the digital game intervention. Additionally, anxiety levels of the experimental group were significantly lower compared to the control group. In terms of cognitive performance, participants in the experimental group demonstrated a notable improvement following the intervention, and their posttest scores were significantly higher than those of the control group. Qualitative findings indicated an increase in social participation levels; participants expressed their satisfaction with the digital gaming experience during the posttest interviews through themes such as "Individual Impact, Importance of the Activity, Positive Emotions, Desire to Socialize, Social Awareness, and Negative Environmental Influences." This study demonstrates that digital games can be utilized not merely as a means of entertainment but also as a supportive tool for enhancing the psychological, social, and cognitive well-being of older adults. Furthermore, it was found that regular digital game playing has positive effects in reducing anxiety and stress levels, improving cognitive performance, and increasing social engagement among individuals aged 65 and over. The findings also emphasize the need for institutional programs to support the integration of elderly individuals into the digital world. Future research is recommended to explore the long-term effects of digital game interventions across different age groups and various types of games
Comparative Analysis of Phenolic, Carotenoid, and Elemental Profiles in Three Crataegus Species from Şebinkarahisar, Türkiye: Implications for Nutritional Value and Safety
This study evaluated the phenolic, carotenoid, and elemental compositions of three hawthorn species—Crataegus: C. tanacetifolia (yellow), C. orientalis (orange), and C. microphylla (red)—collected from Şebinkarahisar, Türkiye. Liquid chromatography tandem mass spectrometry (LC-MS-MS) analysis revealed that C. microphylla had the highest phenolic content, notably epicatechin, gallic acid, and quercetin. It also showed the highest levels of ?-carotene and lutein, highlighting its nutraceutical potential. C. orientalis was rich in rutin and taxifolin. Inductively coupled plasma mass spectrometry (ICP-MS) results showed significant mineral content, including Fe, Mn, Ca, and Se. About 60 g of dried hawthorn could meet 7–8% of daily selenium needs. In C. tanacetifolia, toxicological tests showed no substantial health hazards, with target hazard quotient (THQ) values below 1 and carcinogenic risk (CR) values within tolerable levels (e.g., Ni-CR: 4.68 × 10?5). Lead (Pb) and arsenic (As) levels were below detection thresholds in all samples, indicating that hawthorn fruits from this location are safe. The study also shows how species-specific and geographical factors affect hawthorn fruit nutrition and safety. © 2025 Elsevier B.V., All rights reserved
Trenonacog alfa safety, efficacy, and pharmacokinetics in previously treated pediatric hemophilia B
Background: Trenonacog alfa is a recombinant factor IX approved for adolescents and adults with hemophilia B. Objectives: The aim of this study was to assess the pharmacokinetics (PK), efficacy as prophylaxis, control of bleeding episodes, and safety of trenonacog alfa in previously treated participants aged = 50 additional exposure days. Results: The PK of trenonacog alfa was comparable between adolescents and adults except for higher clearance, shorter mean residence time and elimination half-life, and lower incremental recovery. Prophylaxis resulted in a median annualized bleeding rate of 0.86 (mean = 2.34) for the combined treatment and continuation phases; 33.3% of participants had zero bleeds; and 83.7% of bleeds treated resolved with 1 or 2 infusions. One adverse event was possibly related to trenonacog alfa, a nonserious hypersensitivity reaction leading to early study termination. The efficacy and safety of trenonacog alfa for prophylaxis and bleeding treatment in previously treated pediatric participants were consistent with those reported for adults and adolescents. There appeared to be no clinically important differences between the results for participants aged <6 years and those aged 6 to <12 years. Conclusion: Trenonacog alfa is a suitable option for the management of pediatric persons with hemophilia B
Green Synthesis and Characterization of Silver Nanoparticles Using Anchusa Officinalis: Antimicrobial and Cytotoxic Potential
Objective: Anchusa officinalis L. (A. officinalis) is a herbaceous traditional medicinal plant used in the treatment of some diseases. The presence of its medicinal properties suggested that A. officinalis (AO) leaf extract could be used as a coating agent for the environmentally friendly production of silver nanoparticles (AgNPs). Methods: The synthesized biogenic silver nanoparticles (AO-AgNPs) were characterized using different techniques. The antimicrobial activity of AgNPs against common bacterial pathogenic strains was determined by the minimum inhibitory concentration (MIC) method. The presence of phytochemicals was determined by LSMS/MS. The MTT assay was used to investigate AO-AgNPs' cytotoxic activity in malignant (LnCap, Caco2, MDA-MB2, A549) and healthy (HEK-293) cell lines. Results: LC-MS/MS analysis detected the presence of rich phytochemicals that may be responsible for reduction reactions. Biogenic AO-AgNPs exhibited effective inhibition of the growth of pathogenic microorganisms at low concentrations. The most effective antimicrobial activity was measured as 0.5 mu g/mL MIC against S. aureus, E. coli, and C. albicans. Moreover, AO-AgNPs showed significant inhibition on the growth of cancerous cell lines, especially at a concentration of 25 mu g/mL. On the contrary, it was determined that the inhibition rate decreased in the growth of healthy cell lines due to the increase in concentration. The lowest EC50 values were determined as 15.15 mu g/mL in A549 cells. Conclusion: The obtained results showed that AO could be an important source for the synthesis of AgNPs. Especially their ability to inhibit the growth of antibiotic-resistant pathogenic bacteria at low concentrations compared to common antibiotics indicates that AOAgNPs can be used as biomedical agents in various areas. Moreover, their suppressive effect on cancerous cell lines showed that they have the potential to be used as an anticancer agent, but due to their proliferative effect on healthy cell lines, care should be taken in determining the appropriate dose.Mardin Artuklu University Scientific Research Unit [MAU.BAP.21.SHMYO.099]; Tabriz University of Medical Sciences, Tabriz, Iran [73919]C.K was supported by Mardin Artuklu University Scientific Research Unit (Grant no: MAU.BAP.21.SHMYO.099) , and E. A was supported by the kidney research center of Tabriz University of Medical Sciences, Tabriz, Iran (Grant no: 73919)
Üniversite öğrencilerinde oyun oynama bozukluğu ve ilişkili etmenler
Giriş ve amaç: İnternet oyun oynama bozukluğu oyun oynama davranışının diğer faaliyetlere göre önceliklendirilmesi, oyun davranışı üzerinde denetimin kaybedilmesi ve olumsuz sonuçlarına rağmen oyun oynamanın artarak sürdürülmesi olarak tanımlanmaktadır. Bu araştırmanın amacı üniversite öğrencilerinde internet oyun oynama bozukluğunun sıklığını tespit etmek, oyun oynama bozukluğunun sosyodemografik özellikler, sağlık durumu, video oyun oynama alışkanlıkları, kaygı düzeyi, karar verme stilleri ve öz kontrol ile ilişkisini değerlendirmektir. Gereç ve yöntem: Çalışma kesitsel türde analitik bir araştırmadır. Çalışmanın evreni Kocaeli Sağlık ve Teknoloji Üniversitesindeki fakülte ve MYO programlarında eğitimine devam eden öğrencilerden oluşmaktadır. Tabakalı küme örnekleme yöntemi kullanılmıştır. 3905 kişilik evrenden %50 prevalans %5 hata payı desen etkisi 2 alınarak minimum örneklem büyüklüğü 726 olarak hesaplanmıştır. Çalışmanın bağımlı değişkeni internet oyun oynama bozukluğudur. İnternet Oyun Oynama Bozukluğu Ölçeği–Kısa Form (IGDS9-SF-TR)kullanılmıştır. Bağımsız değişkenler sosyodemografik faktörler, sağlık durumu, video oyun oynama alışkanlıkları ve psikolojik faktörler olarak dört grupta toplanmıştır. Veriler öz bildirime dayalı ölçekler aracılığıyla toplanmıştır. Tanımlayıcı istatistiklerde ortalama ve standart sapma hesaplanmıştır. Bağımlı ve bağımsız değişkenler arasındaki ilişkiyi değerlendirmek için; ikili karşılaştırmalarda Mann- Whitney U testi, üç ya da daha fazla grubun karşılaştırılmasında ise Kruskal Wallis testi kullanılmıştır. Çoklu analizler için lineer regresyon analizi yapılmıştır. Veriler SPSS 25.0 programı ile analiz edilmiştir. P<0.05 anlamlılık düzeyi olarak kabul edilmiştir. Bulgular: Araştırmanın kapsayıcılığı %110 (n= 967) düzeyindedir. Araştırma grubunun %65,8'i kadınlardan oluşmaktadır ve yaş ortalamaları 20.93±3,72'dir.. İnternet Oyun Oynama Bozukluğu Ölçeği-Kısa Form (IGDS9-SF-TR) ortalama puanı 13,78±5,71 olarak bulunmuştur. Sosyodemografik özelliklerden; erkeklerin, bilgisayar/yazılım mühendisliğindeki öğrencilerin ve akademik başarısını orta olarak algılayan öğrencilerin diğerlerine göre anlamlı oranda daha yüksek IGDS9-SF-TR puanları olduğu saptanmıştır (p<0,05). Video oyun oynama alışkanlıklarından oyun oynama alışkanlığını her gün oynarım şeklinde bildiren, haftalık oyun oynama saatini 10 saat ve üzeri şeklinde belirten katılımcıların diğerlerine göre anlamlı oranda daha yüksek IGDS9-SF-TR puanları olduğu saptanmıştır (p<0,05). Ek olarak, video oyun oynama alışkanlıklarından; PC/Laptop ile oyun oynayan, video oyunlarını hem online hem offline, hem solo hem çok oyunculu oynayan katılımcıların ve oyun içinde katılımcıları para değeri olan ödüllerle ödüllendiren oyunların katılımcılarının diğerlerine göre anlamlı oranda daha yüksek IGDS9-SF-TR puanları olduğu saptanmıştır (p<0,05). Kaygı puanlarındaki 1 birimlik artış IGDS9-SF-TR puanlarını 0, 004 birim artırmaktadır (B=0,004, GA:0,003-0,006; p<0.001). Erteleyici karar verme puanlarındaki 1 birimlik artış IGDS9-SF-TR puanlarını 0,006 birim arttırmaktadır (B=0.006 GA: 0,003-0,009; p<0.001). Öz kontrolde dürtüsellik puanlarındaki 1 birimlik artış IGDS9-SF-TR puanlarını 0,004 birim arttırmaktadır (B= 0.004 GA: ,002-,006; p= 0,001). Sonuç: Kaygı düzeyi yüksek olan, erteleyici karar verme stillini kullanan, öz kontrolün alt boyutlarından olan dürtüselliği yüksek olan kişilerin internet oyun oynama bozukluğu puanlarının daha yüksek olduğu saptanmıştır. Üniversite öğrencilerinin psikolojik iyi oluşları üzerinde önemli bir etkisi olan internet oyun oynama bozukluğuna ilişkin önleyici tedbirlerin alınması önerilmiştir. İnternet oyun oynama davranışına ilişkin üniversite öğrencilerini doğru kullanıma yönlendirme ve yeni oyun oynama davranışı örüntüleri oluşturmanın önemi üzerinde durulmuştur.Introduction and purpose: Internet gaming disorder is defined as the prioritization of gaming behavior over other activities, loss of control over gaming behavior, and continued gaming despite negative consequences. The purpose of this study is to determine the prevalence of Internet gaming disorder in university students and to evaluate the relationship between gaming disorder and sociodemographic characteristics, health status, video game playing habits, anxiety level, decision-making styles and self-control. Instrument and method: The study is a cross-sectional analytical study. The population of the study consisted of students continuing their education in faculties and Vocational School programs at Kocaeli Health and Technology University. Stratified cluster sampling method was used. From the population of 3905 people, the minimum sample size was calculated as 726 by taking 50% prevalence, 5% margin of error, and the pattern effect as 2. The dependent variable of the study was internet gaming disorder. Internet Gaming Disorder Scale-Short Form (IGDS9-SF-TR) was used. Independent variables were categorized into four groups as sociodemographic factors, health status, video game playing habits and psychological factors. Data were collected through self-report scales. Mean and standard deviation were calculated for descriptive statistics. To evaluate the relationship between dependent and independent variables, Mann-Whitney U test was used for pairwise comparisons and Kruskal-Wallis test was used for comparisons of three or more groups. Linear regression analysis was used for multiple analyses. Data was analyzed with SPSS 25.0 program. P<0.05 was accepted as significance level. Findings: The inclusiveness of the study was 110% (n= 967). 65.8% of the study group was female and the mean age was 20.93±3.72 years. The mean score on the Internet Gaming Disorder Scale-Short Form (IGDS9-SF-TR) was 13.78 ± 5.71. Among the sociodemographic characteristics, males, students in computer/software engineering and students who perceived their academic achievement as medium had significantly higher IGDS9-SF-TR scores than the others (p<0.05). In the video game playing habits, participants who reported their video game playing habits as playing every day and who reported their weekly game playing hours as 10 hours or more had significantly higher IGDS9-SF-TR scores than the others (p<0.05). In addition, in the video game playing habits, participants who played games with PC/Laptop, who played video games both online and offline, both solo and multiplayer, and participants of games that rewarded participants with monetary rewards in the game had significantly higher IGDS9-SF-TR scores compared to others (p<0.05). A 1-unit increase in anxiety scores increased IGDS9-SF-TR scores by 0.004 units (B=0.004, CI: 0.003-0.006; p<0.001).A 1-unit increase in procrastination in decision making scores increased IGDS9-SF-TR scores by 0.006 units (B=0.006 CI: 0.003-0.009; p<0.001). A1-unit increase in impulsivity in self-control scores increased IGDS9-SF-TR scores by 0.004 units (B= 0.004 CI: ,002-,006; p= 0.001). Conclusion: It was concluded that participants who had high anxiety levels, who used procrastination style among decision-making styles, and who had high impulsivity, which was one of the sub-dimensions of self-control, had higher scores of internet gaming disorder. It is recommended that preventive measures should be taken regarding internet gaming disorder, which has an important effect on the psychological well-being of university students. The importance of directing university students to the correct use of internet game playing behavior and creating new patterns of game playing behavior was emphasized
Analyzing the effects of Covid-19 pandemic on Turkish women workers in clothing sector
Covid-19 pandemic, which has negatively affected all sectors and life, has also negatively influenced the clothing sector, which possesses a global supply chain. Within the clothing sector, which is a labor-intensive sector, mostly women workers are employed. Women workers' issues, who already face work-life balance and occupational segregation problems in their work lives, have also been increased with the pandemic. In this context, this research aims to analyze the effects of Covid-19 pandemic on women workers in clothing sector. In accordance with the aim of the research, a survey is conducted on women workers, who are employed in Türkiye's provinces, where clothing sector intensively operates. The obtained results are analyzed statistically and suggestions are made to the clothing enterprises on the basis of these results. According to the obtained results, Turkish women clothing workers, who participated in the survey, indicated that the increases that occurred in their physical and psychological problems are the most important issues that they faced during the Covid-19 pandemic. Besides, participants' emotional behaviors, concerns, anxieties, hopelessness, sleeping issues, anger, and rages also increased. © 2025 Elsevier B.V., All rights reserved
Evaluation of patient-reported outcome measures (PROMs) of IBD patients who completed upadacitinib induction period
[Abstract Not Acaileble
Diyabetik ketoasidoz ve tedavi sürecinde gelişen sorunların retrospektif olarak değerlendirilmesi
Giriş-Amaç: Tip1 diyabetes mellituslu (T1DM) çocuk ve ergenlerin yaklaşık yarısı hastaneye diyabetik ketoasidoz (DKA) ile başvurmaktadır. Daha önceden T1DM tanılı ve yeni tanı alan, eski tanılı olgularda insülin pompa transfüzyonu (İPT) ile regüle olan ve diğer insülin replasman tedavileriyle regüle olan olgularda DKA sıklığını, demografik verilerini ve asidozun düzelme süresini etkileyen değişkenleri belirlemeyi amaçladık. Gereç ve Yöntem: 2012-2022 yılları arasında 181 DKA atağı değerlendirildi. Atak sırasında kan şekeri takibi, arteriyel kan gazı, keton varlığı, serum elektrolitleri, tam kan sayımı gibi laboratuar verileri geriye dönük olarak elde edildi. Semptomların süresi, verilen sıvı cinsi ve miktarı, gelişen akut komplikasyonlar ve asidozdan çıkış süreleri eski ve yeni tanı T1DM’li çocuklarda karşılaştırıldı. Asidozun düzelmesi pH >7,3 ve bikarbonat >18 meq/L’ın üstüne çıkması olarak tanımlandı. Bulgular: Değerlendirmeye alınan olguların yaş ortalaması 9,5±4,8 yıl ve diyabet yaşı 1,7±0,46 yıldı. %24’ü eski tanı T1D idi. Başvuru sırasında laboratuar sonuçları eski tanı ve yani tanılı olgulara göre karşılaştırıldı. 7 olguda klinik anlamlı beyin ödemi saptanmış ve bu olgular yeni tanı, ağır asidoz ve sodyum bikarbonat yapılması ile ilişkilendirilmiştir. Başvuru anında hastaların 55’inde (%30) böbrek fonksiyon testlerinde bozulma saptanmıştır. Olguların %38’inde en az bir komplikasyon gelişmişti ve komplikasyon riski asidozun ağırlığı ile ilişkiliydi (p=0.04). Yeni ve eski tanı T1DM olgular arasında asidoz derinliği açısından fark olmasada, yeni tanı T1DM’li olguların %45’i, eski tanı T1DM’lilerin ise %11’i yoğun bakım ünitesine yatış ihtiyacı göstermişti (p=7.3 and bicarbonate >18 meq/L. Results: The average age of the cases evaluated was 9.54.8 years and the age of diabetes was 1.70.46 years. 24% had a previous diagnosis of T1D. Laboratory results at the time of application were compared according to the previous diagnosis and diagnosed cases. Clinically significant brain edema was detected in 7 cases and these cases were associated with new diagnosis, severe acidosis and sodium bicarbonate administration. At the time of admission, deterioration in renal function tests was detected in 55 (30%) of the patients. At least one complication developed in 38% of the cases, and the risk of complications was related to the severity of acidosis (p=0.04). Although there was no difference in the depth of acidosis between new and old diagnosed T1DM cases, 45% of the new diagnosed T1DM cases and 11% of old diagnosed T1DM cases required admission to the intensive care unit (p<0.001). The time to recover from acidosis was significantly higher in newly diagnosed patients (p=0.001); It was also positively correlated with the initial amount of fluid loaded (r=0.36, p<0.001). Creatinine value was higher in patients with old diagnosis T1DM at the time of admission (p = 0.044). Conclusion: In patients with newly diagnosed T1DM who present with DKA, the need for intensive care unit and the recovery time from acidosis are longer. Kidney function tests were significantly worse in cases with old diagnosis at the time of presentation with DKA
Formulation, characterization, and in vitro release of topical nanoemulsion containing prednisolone-derived corticosteroid
BackgroundPrednisolone-derived corticosteroid (PDC) has anti-inflammatory activity in ocular administration. However, drug administration to the eye is extremely difficult due to the complex structure of the eye. Because of the ability of the eye to retain the drug and its physiology, the bioavailability of drugs applied to the eye is very low.ObjectiveOne of the methods to overcome bioavailability problem is to formulate the drug as a nanoemulsion (NE). NEs are thermodynamically stable, colloidal drug delivery systems. They have small globule size and high surface area. These properties give them the ability to cross the biological membrane and increase the therapeutic efficacy of the drug molecule.MethodologyThe high energy method was used to create an NE eye drop formulation containing PDC, and the effects of changing homogenization processes on NE formation were investigated. After deciding on the optimum formulation; characterization, assay, and in vitro release studies were performed, and the stability of the formulation was followed for 12 months.ResultsThe optimum formulation selected initially had 126.6 +/- 40.12 nm and 99.9 +/- 1.2% PDC, it had 125.4 +/- 41.20 nm and 99.29 +/- 1.3% PDC after 12 months in 25 degrees C 40% RH conditions. Cytotoxicity studies have shown no significant cytotoxic effects in NE-containing PDC.ConclusionThe preparation and optimization of topical NE formulations containing PDC for ocular inflammation treatment were achieved. The developed formulation was stable for 12 months and no toxic effect was found in cell culture studies. This formulation could be useful as an alternative to PDC for ocular applications.Ege University; Abdi Ibrahim PharmaceuticalsWe would like to thank Ege University and Abdi Ibrahim Pharmaceuticals for their support