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Exergaming Intervention for Children, Adolescents, and Elderly People - Thirunavukkarasu Kannapiran - Bog

Bag om Exergaming Intervention for Children, Adolescents, and Elderly People

As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9781668463215
  • Indbinding:
  • Paperback
  • Sideantal:
  • 312
  • Udgivet:
  • 13. januar 2023
  • Størrelse:
  • 178x17x254 mm.
  • Vægt:
  • 590 g.
  • 8-11 hverdage.
  • 4. december 2024
På lager

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  • BLACK NOVEMBER

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Prøv i 30 dage for 45 kr.
Herefter fra 79 kr./md. Ingen binding.

Beskrivelse af Exergaming Intervention for Children, Adolescents, and Elderly People

As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.

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