Aim: This study was conducted to assess fermented condiments that were made from watermelon seeds, using isolated organisms from traditional fermentation as starter-cultures. Study Design: This is a laboratory-controlled experimental design. Place and Duration of Study: Dept. of Microbiology, Nasarawa State University, Keffi, Nigeria, between March and May 2017. Methodology: Traditionally fermented (chance-inoculated) ‘ogiri’ condiment was made from sun-dried watermelon seeds. Microbiological isolation and identification were carried out using standard techniques, to obtain the participating organisms. Afterwards, sterilized packages of another batch of boiled, mashed and banana-leaf packaged seeds were aseptically inoculated with the pure isolates obtained earlier as starter cultures for a subsequent laboratory-controlled 3-day-fermentation process at 37°C in an incubator. All the different fermented products (produced by both uncontrolled and controlled fermentation) were subjected to proximate analysis. Also, the organoleptic quality attributes of the products were determined by conducting sensory evaluation on the various samples. Results: The traditional fermentation of the watermelon seeds yielded an oily brownish paste, which has a strong characteristic pungent aroma. The participating organisms obtained from traditional fermentation were Bacillus subtilis, Staphylococcus saprophyticus, Corynebacterium xerosis and Lactobacillus fermenti. The result of the proximate composition show that the moisture content of the samples ranges from 3.5% to 5.4%, protein content ranges from 13.4% to 21.1%, fat content ranges from 25.5% to 40.8%, carbohydrate content of the samples ranges from 29.4% to 49.5% and the ash (total minerals) content ranges from 4.5% to 6.5%. The result of sensory evaluation generally indicated that in terms of all organoleptic attributes assessed, the combined isolates fermented sample was most preferred by the panelists. Conclusion: It can be concluded that a laboratory prepared watermelon seed ‘ogiri’ with starter cultures of Lactobacillus fermenti, Corynebacterium xerosis and/or Bacillus subtilis can yield an organoleptically acceptable and highly proteinous condiment.
hardware component, that has a challenging goal, is fun to play with, incorporates some concept of scoring, and imparts in the user a skill, knowledge or attitude which can be applied in the real world (Bergeron, 2006). Games are called serious when they have a pedagogical purpose. We adopt this wide definition of games because our purpose is that of description, and we want it to be as inclusive and useful for practical teachers as possible. Bedwell postulated nine characteristics that a serious game must have: an action language (a game offers some method of communication between the person and the game); assessment (tracks the number of correct answers); conflict or challenge; control, or the ability for the players to alter the game; environment; game fiction or story; human interaction among the players; immersion in the game; and rules and goals of the game provided to the player Bedwell et al. [2].This definition covers a wide range of products. Related research worksMaheu Cadotte et al. [3] presented-The Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students Gentry et al. [4] presented-Serious Game and Gamification interventions for health professional education Ilaria et al. [5] presented-Gamification and Education. An attempt to shed light on the emergence and consolidation of gamification in education/ training. Surajit et al. [6] presented-Gamification as an Effective Learning Tool in Healthcare Education: A Review Sarah et al. [7] presented-Serious Gaming and Gamification Education in Health Professions: Systematic Review, but only two studies of gamification interventions were identified. System designThis section presents the general overview of the proposed application, illustration was carried out to the developing of a mobile game application for health control. Starting from the architecture and flowchart of the design illustrating a step wise movement and navigation through the application. This application is developed to help patient improve on the effective use of cerebrum in the cerebral
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