資料來源: Google Book
Exergaming intervention for children, adolescents, and elderly people[electronic resource]
- 其他作者: Khan, Shahnawaz. , Kannapiran, Thirunavukkarasu. , Muthiah, Arunachalam. , Shetty, Sharad Shekar. , IGI Global.
- 出版: Hershey, Pennsylvania : IGI Global 2023.
- 稽核項: 1 online resource (278 p.).
- 標題: Physical fitness and technology. , Electronic books.
- ISBN: 1668463202 , 9781668463208
- 試查全文@TNUA:
- 附註: Includes bibliographical references and index. Section 1. Introduction to exergaming. Chapter 1. Gamification of mundane things ; Chapter 2. Gamification: a new learning process for kids ; Chapter 3. Toy companies using unconventional methods to stay relevant and reach the evolving minds of the parents and children ; Chapter 4. Serious games as a learning tool: a scope in the Indian context ; Chapter 5. Effectiveness of exergaming interventions -- Section 2. Exergaming intervention for children, the elderly, and adolescents. Chapter 6. Design of exergaming for children and adolescents: a digital game view ; Chapter 7. Directions to design assistive digital aid for the children living with attention deficit hyperactivity disorder ; Chapter 8. Design and development of a low-cost exergaming system for visually impaired students (LES-VIS) to improve mathematical learning skills and physical activity -- Section 3. Economic benefits and technological acceptance of exergaming in urban/ruralsocial systems. Chapter 9. A way to arrange clothes by color for the visually impaired ; Chapter 10. Enhancing the physical and mental activity of the elderly in India: an exergaming-based design intervention ; Chapter 11. Evolution of toysand increase in the use of physical toys during the pandemic ; Chapter 12. Exergaming to increase physical activity, improve health, and combat health issues including obesity ; Chapter 13. Reviving the educational characteristics of toysand games in India with design inputs: design solutions to revive the disappearing toy industry in India by adding educational value ; Chapter 14. Scope of applique-based toys in Gujarat.
- 摘要: "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"--
- 電子資源: https://dbs.tnua.edu.tw/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-6320-8
- 系統號: 005331018
- 資料類型: 電子書
- 讀者標籤: 需登入
- 引用網址: 複製連結
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.
來源: Google Book
來源: Google Book
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