Has anyone ever told you gamers out there that your time would be better spent studying? Well, don't let go of that joystick just yet! Turns out, advancing to that next level of Super Mario Brothers has a similar effect on your brain as getting an A on your spelling test. Video games have been successful at training elite groups in the U.S. military and future doctors. Discover how they can help boost your brain power too!
The latest and greatest in getting fit and staying that way! Fitness For Dummies, 4th Edition, provides the latest information and advice for properly shaping, conditioning, and strengthening your body to enhance overall fitness and health. With the help of fitness professionals Suzanne Schlosberg and Liz Neporent, you'll learn to set and achieve realistic fitness goals without expensive fitness club fees! Achieve motivation and social support from social networking sites such as Twitter and Facebook Take advantage of digital resources such as e-exercising programs, video instructors, digital training systems, apps, and more Gives you the latest tips and methods to test your own fitness level, set realistic goals, stick with your program, and get great results Shows you how to spot where fat is sneaking into your diet Get the most out of high-tech exercise machines and equipment, plus tips for using dumbbells or a simple jump rope to achieve results Offers step-by-step instructions on creating a home gym on a budget Featuring all-new informative fitness photos and illustrations, this revised edition of Fitness For Dummies is all you need to get on track to a healthy new body!
This book focuses on improving well-being among young children. It provides a theoretical base explaining why physical activity is important, and offers practical strategies for increasing health and well-being in early childhood settings. It takes ancient wisdom on the mind and body connection, applies it to the youngest children, and supports it with current empirical and international evidence—all with an eye toward improving wellness across the lifespan. The many topics discussed in the book include children’s motor skills, movement, interaction, physical literacy, the use of video games, dog ownership, developmental delays, as well as strategies to improve physical activities in the classroom and broader contexts. In recent years, children’s health has become a priority worldwide. Topics such as “screen time” “sedentary behavior” and “childhood obesity” have become important issues everywhere- in the news, in schools, in community and commercials settings, and among health care providers. Limiting sedentary behavior, increasing physical activity, and maintaining a nutritious diet are three fundamental needs during early childhood. Preschool years are a time when children begin to explore the world around them, and develop more vivid understandings of their surroundings. As this book shows, the early years may be the best time to teach wellness concepts and assist young children in establishing healthy lifestyle habits.
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
A fun and friendly guide to enjoying the benefits of video games with actual fitness results! Lose weight, find serenity, and tone your muscles while playing a video game? It's almost too good to be true! Yet, the Wii offers all of that, with fitness games that focus on losing weight, achieving balance and building strength. Written by an author team of Certified Personal Trainers, this friendly guide is aimed at anyone who is eager to take advantage of combining the fun, interactive, and motivational aspects of video games with traditional fitness activities. You'll learn how to use Wii Fit Plus, EA Sports Active and other games as part of a sensible workout routine and lifestyle. The authors guide you through best practices for doing the exercises and explain how to incorporate a variety of other activities to maintain long-term results. Wii Fit Plus and EA Sports Active feature different fitness games that focus on losing weight, achieving balance and building strength An author duo of Certified Personal Trainers guide you through combining the fun, interactive aspect of Wii fitness with traditional fitness activities More than 100 color screen shots serve as helpful examples for performing the routines safely and effectively Using this instructional and innovative book, you'll be fit with your Wii!
The Really Useful Physical Education Book provides training and practising teachers with guidance and ideas to teach physical education effectively and imaginatively across the seven to fourteen age range. It is underpinned by easy-to-understand theory and links to the curriculum and presents a wide range of high quality, fun lessons alongside engaging teaching examples and methodologies. With practical advice to ensure pupils exercise safely and enjoyably, it is a compendium of ideas for learning and teaching a range of activities: games gymnastics dance swimming and water-based activities athletics on-site outdoor and adventurous activities exercise and healthy lifestyles thematic learning and teaching through physical education using ICT in physical education. The Really Useful Physical Education Book is for all secondary school physical education teachers responsible for the new Key Stage 3 (eleven to fourteen age range) curriculum as well as those working with primary and junior schools within school sport partnerships, providing them with ideas and advice to help all pupils participate in and enjoy physical education lessons. Primary and junior school teachers will also find a range of relevant and innovative ideas for making their physical education lessons more appealing and engaging for their pupils at Key Stage 2 (seven to eleven age range).
This annual overview report of national trends in health statistics contains a Chartbook that assesses the nation's health by presenting trends and current information on selected measures of morbidity, mortality, health care utilization and access, health risk factors, prevention, health insurance, and personal health-care expenditures. Chapters devoted to population characteristics, prevention, health risk factors, health care resources, personal health care expenditures, health insurance, and trend tables may provide the health/medical statistician, data analyst, biostatistician with additional information to complete experimental studies or provide necessary research for pharmaceutical companies to gain data for modeling and sampling. Undergraduate students engaged in applied mathematics or statistical compilations to graduate students completing biostatistics degree programs to include statistical inference principles, probability, sampling methods and data analysis as well as specialized medical statistics courses relating to epidemiology and other health topics may be interested in this volume. Related products: Your Guide to Choosing a Nursing Home or Other Long-Term Services & Supports available here: https://bookstore.gpo.gov/products/your-guide-choosing-nursing-home-or-other-long-term-services-supports Health Insurance Coverage in the United States, 2014 available here: https://bookstore.gpo.gov/products/health-insurance-coverage-united-states-2014 "Some System of the Nature Here Proposed": Joseph Lovell's Remarks on the Sick Report, Northern Department, U.S. Army, 1817, and the Rise of the Modern US Army Medical Department can be found here: https://bookstore.gpo.gov/products/some-system-nature-here-proposed-joseph-lovells-remarks-sick-report-northern-department-us Guide to Clinical Preventive Services 2014: Recommendations of the U.S. Preventive Services Task Force (ePub) -Free digital eBook download available at the US Government Online Bookstore here: https://bookstore.gpo.gov/products/guide-clinical-preventive-services-2014-recommendations-us-preventive-services-task-force --Also available for FREE digital eBook download from Apple iBookstore, BarnesandNoble.com (Nook Bookstore), Google Play eBookstore, and Overdrive -Please use ISBN: 9780160926426 to search these commercial platforms.
Now in its second edition, Applied Exercise Psychology emphasizes the application of evidence-based knowledge drawn from the fields of exercise psychology, health psychology, clinical and counseling psychology, and exercise physiology for physical activity behavior change. Thoroughly revised, the new edition offers readers: two new chapters covering Excusercise and Mood Alteration’s link to exercise; fully updated sections on current research and theoretical bases for understanding and promoting physical activity behavior; interventions for facilitating physical activity behavior change and the tools for measuring the effectiveness of these interventions; cross-cultural considerations for practitioners to ensure multicultural competency; considerations to guide best practices with special populations (e.g., persons with medical conditions and persons with mental health conditions); overall applied implications and future directions. An essential read that covers a variety of critical topics in applied exercise psychology, it brings often overlooked issues to the attention of practitioners to promote not only evidence-based practice but also responsible ethics and referral. The collection is a key reference for up-to-date research findings, relevant field experiences, and applied implications.