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1. exercises<br />Depression and Self-Esteem <br />Depression and mood-related difficulties are characterized by sadness, anxiety, irritability, loss of interest in activities, and withdrawal. Teenagers often display signs of oppositional behaviors, as well as vegetative signs such as frequent physical complaints, lethargy, concentration problems, and sleeping and eating disturbances. They may also report concentration problems and, in more severe cases, negative and/or suicidal ideation. It is very common to see children and adolescents who display mild signs of depression that may be marked by low self-esteem, a tendency to be unsure of themselves, and moodiness. We recommend that you consult the following websites for more information about depression and self-esteem concerns.Mood and self-esteem related difficulties frequently have a significant impact upon children’s performance and effort at school. They often find it difficult to get started on tasks or to sustain their effort to complete homework or other assignments. They may become overly concerned about making mistakes and, in turn, become inflexible in their problem solving.<br />Other manifestations of depressed mood and low self-esteem include social withdrawal and a tendency to be reluctant to engage in new activities. Difficulties in regulating feelings are often seen: a youngster may cry “at the drop of a hat” or become angry for no apparent reason. <br />Traditional interventions include efforts at promoting optimism in the children, temporarily reducing the difficulty of tasks so the children achieve more success, involvement in fun and reinforcing activities, and encouraging their involvement in social situations. Dietary, exercise, and relaxation strategies are often useful for youngsters with mood and self-esteem issues. For more severe problems, consideration of individual psychotherapy or medication may be appropriate.<br />Digital technologies can be used in a number of interesting ways to promote self-esteem and to reduce many of the symptoms of depression. On a basic/primary level, game playing as a fun, engaging, and self-reinforcing activity may be useful as a reward or as an opportunity for a positive experience. On a secondary/deeper level, the opportunity to make decisions, prioritize, and be successful within a game may provide a sense of self-efficacy and improved self-esteem. Children’s willingness to sustain effort and attention in a game may serve as a model for similar behaviors in their real worlds. Assisting children to create digital contents, such as picture collections of them having fun and being with others or creating a video of them in their favorite activities, may be helpful.<br />Digital technologies may also provide strategies for exercise and relaxation techniques. Depressed children who are willing to play video games may earn their time by pedaling an exercise bike that powers the video game, using the power of exercise to reduce the sense of depression. Many of the games for the new Nintendo Wii system require a great deal of movement and exercise, again, using the well-established impact of exercise to reduce symptoms of depression. A number of other games utilize biofeedback to help with relaxation and breathing strategies. Games such as Journey to the Wild Divine are particularly helpful for youngsters who display signs of both depression and anxiety.<br />There are also other digital technologies that can provide biofeedback that may help reduce symptoms of depression. Children may also find the use of other digital “gadgets” to be helpful adjuncts in getting themselves started on tasks (for example, using their cell phones as a digital reminder), instant messaging (to reach out and communicate with others), and their DVD players to watch their favorite comedies or cartoons to encourage laughter.<br />Digital Technologies and Strategies:<br />Depression Digital Technology List<br />Games that promote movement, exercise, and stress management:<br />Dance, Dance Revolution<br />Wii Play<br />Wii Fitness<br />Digital technologies that help monitor and increase exercise:<br />Exercise-bike powered video games<br />Light-hearted movies and television shows (consider developmental age; this is a partial list of recent movies):<br />Ratatouille<br />Dumb and Dumber<br />Little Miss Sunshine<br />Happy Feet<br />The Simpsons Movie<br />Hair Spray<br />Wedding Crashers<br />Austin Powers<br />