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Exergaming intervention for children, adolescents, and elderly people
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Exergaming intervention for children, adolescents, and elderly peopleedited by Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah, and Sharad Shekar Shetty.
其他作者:
Khan, Shahnawaz.
出版者:
Hershey, Pennsylvania :IGI Global,2023.
面頁冊數:
1 online resource (278 p.)
標題:
Physical fitness and technology.
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-6320-8
ISBN:
9781668463222 (electronic bk.)
Exergaming intervention for children, adolescents, and elderly people
Exergaming intervention for children, adolescents, and elderly people
[electronic resource] /edited by Shahnawaz Khan, Thirunavukkarasu Kannapiran, Arunachalam Muthiah, and Sharad Shekar Shetty. - Hershey, Pennsylvania :IGI Global,2023. - 1 online resource (278 p.)
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.
"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"--
ISBN: 9781668463222 (electronic bk.)Subjects--Topical Terms:
952275
Physical fitness and technology.
Index Terms--Genre/Form:
214472
Electronic books.
LC Class. No.: GV342.28 / .E94 2023e
Dewey Class. No.: 796.06/8
Exergaming intervention for children, adolescents, and elderly people
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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.
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"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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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-6684-6320-8
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