Games for Health 2014

Games for Health 2014
Title Games for Health 2014 PDF eBook
Author Ben Schouten
Publisher Springer
Pages 161
Release 2014-10-28
Genre Computers
ISBN 3658071419

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Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1
Title Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF eBook
Author Minhua Ma
Publisher Springer Science & Business
Pages 570
Release 2014-04-25
Genre Technology & Engineering
ISBN 3642548164

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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.

Learning by Playing

Learning by Playing
Title Learning by Playing PDF eBook
Author Fran Blumberg
Publisher Oxford University Press, USA
Pages 386
Release 2014
Genre Education
ISBN 019989664X

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Games

Games
Title Games PDF eBook
Author Sandra Danilovic
Publisher Emerald Group Publishing
Pages 129
Release 2024-08-20
Genre Medical
ISBN 1800435967

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Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.

How to Survive Teaching Health

How to Survive Teaching Health
Title How to Survive Teaching Health PDF eBook
Author Kenneth G. Tillman
Publisher Addison Wesley
Pages 324
Release 1990
Genre Business & Economics
ISBN

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Donated by Mr. Lewis (6/96).

Games for Training, Education, Health and Sports

Games for Training, Education, Health and Sports
Title Games for Training, Education, Health and Sports PDF eBook
Author Stefan Göbel
Publisher Springer
Pages 212
Release 2014-03-27
Genre Computers
ISBN 3319059726

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This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

Level Up

Level Up
Title Level Up PDF eBook
Author Gene Luen Yang
Publisher Macmillan
Pages 164
Release 2011-06-07
Genre Young Adult Fiction
ISBN 1596432357

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Dennis, the son of Chinese immigrants, yearns to play video games like his friends and, upon his strict father's death, becomes obsessed with them but later, realizing how his father sacrificed for him, he chooses a nobler path.