ABSTRACT
A syringe is used to inject fluid or medicine into the patient's soft tissue. The main components of the syringe were the needle, barrel, and plunger. The use of syringes in the medical world is relatively high, and especially since the COVID-19 pandemic, the use of hypodermic syringes increased sharply due to vaccination. The syringe used must be effective and of good quality, so the International Organization for Standardization (ISO) has published test procedures and minimum specifications for hypodermic syringes. The performance of the syringe can be observed from the dead space, force piston operation, water and air leakage, and fitting position of the plunger in the barrel. This review shows that most researchers use the weighing method to measure the dead space, although some use other methods. The researchers found that most of the products met the minimum specifications of the ISO, and that the dimensions and shape of the syringe affected the dead space. Researchers have not examined other performance measures recommended by the ISO. Researchers have focused more on force injection than force piston operation, leakage after injection or back spray than air and water leakage, and reduction the friction of the plunger without considering the fitting position of the plunger in the barrel.
Subject(s)
COVID-19 , Syringes , Humans , Pandemics/prevention & control , COVID-19/prevention & control , Reference Standards , WaterABSTRACT
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals - the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop new e-learning models that transform education to support sustainable development goals and achieve education's objectives. Interestingly, e-learning needs to integrate gamification context to increase learners' engagement and passion while promoting lifelong learning. To identify the relationship between e-learning and gamification, this paper examined and assessed various e-learning and gamification models and frameworks, specifically in sustainability, to develop an initial sustainable e-learning and gamification framework for higher education. The framework intends to assist higher education institutions in designing a gamified e-learning that promotes better learning engagement, education equity, skill development, social engagement, well-being, and lifelong learning among their learners. Thus, enabling a sustainable education throughout surviving the pandemic. © 2021