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EBookClubs

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Book Games for Growing

Download or read book Games for Growing written by Wilson McCaskill and published by . This book was released on 1994 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Balloons and Blindfolds

Download or read book Balloons and Blindfolds written by Game Factory and published by . This book was released on 1994 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book WHO guidelines on physical activity and sedentary behaviour

Download or read book WHO guidelines on physical activity and sedentary behaviour written by and published by World Health Organization. This book was released on 2020-11-20 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Traditional Sporting Games and Play in physical education  Enhancing Cultural Diversity  Emotional Well Being  Interpersonal Relationships and Intelligent Decisions  volume II

Download or read book Traditional Sporting Games and Play in physical education Enhancing Cultural Diversity Emotional Well Being Interpersonal Relationships and Intelligent Decisions volume II written by Pere Lavega-Burgués and published by Frontiers Media SA. This book was released on 2023-11-07 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Educating the Student Body

    Book Details:
  • Author : Committee on Physical Activity and Physical Education in the School Environment
  • Publisher : National Academies Press
  • Release : 2013-11-13
  • ISBN : 0309283140
  • Pages : 503 pages

Download or read book Educating the Student Body written by Committee on Physical Activity and Physical Education in the School Environment and published by National Academies Press. This book was released on 2013-11-13 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physical inactivity is a key determinant of health across the lifespan. A lack of activity increases the risk of heart disease, colon and breast cancer, diabetes mellitus, hypertension, osteoporosis, anxiety and depression and others diseases. Emerging literature has suggested that in terms of mortality, the global population health burden of physical inactivity approaches that of cigarette smoking. The prevalence and substantial disease risk associated with physical inactivity has been described as a pandemic. The prevalence, health impact, and evidence of changeability all have resulted in calls for action to increase physical activity across the lifespan. In response to the need to find ways to make physical activity a health priority for youth, the Institute of Medicine's Committee on Physical Activity and Physical Education in the School Environment was formed. Its purpose was to review the current status of physical activity and physical education in the school environment, including before, during, and after school, and examine the influences of physical activity and physical education on the short and long term physical, cognitive and brain, and psychosocial health and development of children and adolescents. Educating the Student Body makes recommendations about approaches for strengthening and improving programs and policies for physical activity and physical education in the school environment. This report lays out a set of guiding principles to guide its work on these tasks. These included: recognizing the benefits of instilling life-long physical activity habits in children; the value of using systems thinking in improving physical activity and physical education in the school environment; the recognition of current disparities in opportunities and the need to achieve equity in physical activity and physical education; the importance of considering all types of school environments; the need to take into consideration the diversity of students as recommendations are developed. This report will be of interest to local and national policymakers, school officials, teachers, and the education community, researchers, professional organizations, and parents interested in physical activity, physical education, and health for school-aged children and adolescents.

Book Australian National Bibliography

Download or read book Australian National Bibliography written by and published by . This book was released on 1995 with total page 848 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Behavioral Healthcare and Technology

Download or read book Behavioral Healthcare and Technology written by Lisa A. Marsch and published by Oxford University Press, USA. This book was released on 2015 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book defines the state of scientific research focused on the development, experimental evaluation, and effective implementation of technology-based (web, mobile) therapeutic tools targeting behavioral health. Written by an expert interdisciplinary group of authors, Behavioral Healthcare and Technology defines the opportunity for science-based technology to transform models of behavioral healthcare.

Book Human Computer Interaction  Interaction Technologies

Download or read book Human Computer Interaction Interaction Technologies written by Masaaki Kurosu and published by Springer. This book was released on 2018-07-10 with total page 527 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.

Book Leveraging Consumer Psychology for Effective Health Communications  The Obesity Challenge

Download or read book Leveraging Consumer Psychology for Effective Health Communications The Obesity Challenge written by Rajeev Batra and published by Routledge. This book was released on 2015-07-17 with total page 488 pages. Available in PDF, EPUB and Kindle. Book excerpt: This timely book brings together some of the most higly respected scholars and practitioners in the consumer psychology and health communication fields to analyze how the latest research can be effectively applied to the critical public health issue of obesity.

Book MEDINFO 2017  Precision Healthcare Through Informatics

Download or read book MEDINFO 2017 Precision Healthcare Through Informatics written by A.V. Gundlapalli and published by IOS Press. This book was released on 2018-01-31 with total page 1440 pages. Available in PDF, EPUB and Kindle. Book excerpt: Medical informatics is a field which continues to evolve with developments and improvements in foundational methods, applications, and technology, constantly offering opportunities for supporting the customization of healthcare to individual patients. This book presents the proceedings of the 16th World Congress of Medical and Health Informatics (MedInfo2017), held in Hangzhou, China, in August 2017, which also marked the 50th anniversary of the International Medical Informatics Association (IMIA). The central theme of MedInfo2017 was "Precision Healthcare through Informatics", and the scientific program was divided into five tracks: connected and digital health; human data science; human, organizational, and social aspects; knowledge management and quality; and safety and patient outcomes. The 249 accepted papers and 168 posters included here span the breadth and depth of sub-disciplines in biomedical and health informatics, such as clinical informatics; nursing informatics; consumer health informatics; public health informatics; human factors in healthcare; bioinformatics; translational informatics; quality and safety; research at the intersection of biomedical and health informatics; and precision medicine. The book will be of interest to all those who wish to keep pace with advances in the science, education, and practice of biomedical and health informatics worldwide.

Book Oxford Textbook of Old Age Psychiatry

Download or read book Oxford Textbook of Old Age Psychiatry written by Tom Dening and published by Oxford University Press. This book was released on 2020-10-29 with total page 912 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Oxford Textbook of Old Age Psychiatry, Third Edition, has been thoroughly updated to keep pace with the developments that have taken place in old age psychiatry since publication of the Second Edition in 2013, including the publication of the DSM-5/ICD-11 classification criteria. The Third Edition also includes new chapters on the ageing brain; the experience of dementia; carers' issues; biomarkers; and old age psychiatry in low- and middle-income countries. This new edition introduces two new co-editors, Robert Stewart, Professor of Psychiatric Epidemiology & Clinical Informatics at King's College London (and a Co-Editor of Practical Psychiatric Epidemiology), and John-Paul Taylor, Professor of Translational Dementia Research at Newcastle University. Part of the authoritative Oxford Textbooks in Psychiatry series, this comprehensive resource is an essential reference for old age psychiatrists, geriatricians, and other clinicians who are interested in the mental health care of older people.

Book Care during pregnancy and early childhood for growth and development in low  and middle  income countries

Download or read book Care during pregnancy and early childhood for growth and development in low and middle income countries written by Nita Bhandari and published by Frontiers Media SA. This book was released on 2024-01-22 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Physical Activity  Exercise  Sedentary Behavior and Health

Download or read book Physical Activity Exercise Sedentary Behavior and Health written by Kazuyuki Kanosue and published by Springer. This book was released on 2015-07-09 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: The aim of this book is to present current views about physical activity and the benefits of physical activity in preventing and ameliorating various health conditions that are of worldwide concern. This book was developed as a compilation of the accomplishments of the five-year Global COE (Center of Excellence) “Sport Sciences for the Promotion of Active Life” Program at the Faculty of Sport Sciences of Waseda University, Saitama, Japan. The first part establishes the research methodology and discusses the current status of physical activity. Topics covered include the prevalence of physical inactivity and highly sedentary behavior in different populations as well as strategies that can be adopted to promote physical activity. The second part focuses on the physiological effects of physical activity. Topics covered include physiological responses to exercise by the autonomic nervous system, the endocrine system, vascular functioning, postprandial blood glucose control, and inflammatory processes. The relationship between exercise and appetite is discussed, as is the influence of exercise on food intake and weight regulation. Additionally, the influence of exercise on protein regulation and posttranslational modifications is introduced. The final part discusses the role of physical activity in preventing lifestyle-related health issues and improving the quality of life, especially for the elderly. The contents should be of interest to anyone who is concerned with the human physiologic response to exercise and the promotion of healthy lifestyles, including sports and exercise science researchers as well as those involved with medicine, public health, physiology, nutrition, and elder care.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Artificial Intelligence and Playable Media

Download or read book Artificial Intelligence and Playable Media written by Eric Freedman and published by Taylor & Francis. This book was released on 2022-09-02 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.

Book Computers and Games for Mental Health and Well Being

Download or read book Computers and Games for Mental Health and Well Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?