This is a review of a project titled GameOn that focused on student-created games for populations at risk for malaria in Kenya.
In September 2012, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week program titled GameOn. Nineteen students, from nine different countries, participated and three applied games were developed. The purpose of the program was to help Kenyan children (ages 10 – 15 years) learn about prevention and treatment of malaria. The client for the games is HelpHeal, a community-based organization from Kisumu (West Kenya). HelpHeal is working in this region that is severely hit by this disease.
Together with the client and universities in Auckland (New Zealand) and Woodbury (Los Angeles, USA), the students worked on the games. Specific knowledge about the region, malaria, medication, and the target group was brought in by specialists. In January 2013 the games were tested in Kenya by HelpHeal and team members from Hanze. At three different primary schools, 26 children played the games and gave feedback. With this feedback the games were finalized and then shipped to the client. The games will be played now at the schools; preliminary results are very promising.
During this talk we’ll review the program itself, and take a look at the three games developed and what we learned from this cross-cultural and cross-continent collaboration.
Parents’ Conflicting Views on Personalized Learning vs. Screen TimeJulie Evans
This document summarizes a presentation by Dr. Julie Evans of Project Tomorrow about parents' conflicting views on personalized learning and screen time. It finds that while parents support technology skills and digital learning tools in school, concerns about too much screen time have grown. This creates a debate between personalized learning and screen time. Reasons for this conflict include parents' own social media use, negative media stories, and changes since their own school experiences. Messaging should highlight how personalized learning develops skills for the future.
Raven is an outdoor education teacher who wants to incorporate digital storytelling into her lessons. She reaches out to the Council of Ontario Directors of Education (CODE) for guidance. Following CODE's recommendations, Raven develops a parent survey and implementation plan. She finds willing parents to help with story writing, photography, and videography. Through open communication and recognizing parent contributions, Raven is able to successfully launch a digital storytelling program that engages students and the community.
A slideshow done by the research fellow at the Library Research Service for a Brown Bag presentation for the Colorado Department of Education (CDE). The research was presented to show the link between gaming and literacy, and how gaming is used in public and school libraries.
Improving malaria treatment and control through enhanced diagnostic practiceACT Consortium
Professor David Schellenberg, director of the ACT Consortium, presents at the European Congress on Tropical Medicine and International Health in Basel, Switzerland on 7 September 2015.
International educational program for developing Health GamesHarro Leupen
International educational program for developing Health Games, lessons learned. A student program for developing health games in developing countries (South Sudan, Sri Lanka, Kenya). Presentation at IIT conference in Vilnius 2013
The document provides information for developing a communication strategy for the Faculty of Humanities at the University of Johannesburg. It includes an agenda with topics like objectives, target audience, research findings, and proposed strategy. The target audience is identified as potential undergraduate students currently in Grade 9. Research found lack of knowledge about what humanities is and low social media following. Two audience archetypes were developed: "Struggle star" who is ambitious and focused on success, and "Discount socialite" who is social media-focused and seeks immediate gratification.
The document discusses the impact of technology and social media on children. It notes that 73% of Indian children are cellphone users and internet/gaming addiction is increasing. Technology overuse can negatively impact children's development, health, academics and behavior. Too much screen time is linked to issues like poor sleep, aggression, and mental health problems. While technology provides opportunities for learning, socializing and creativity, it is important to understand both its benefits and risks to promote children's well-being.
Parents’ Conflicting Views on Personalized Learning vs. Screen TimeJulie Evans
This document summarizes a presentation by Dr. Julie Evans of Project Tomorrow about parents' conflicting views on personalized learning and screen time. It finds that while parents support technology skills and digital learning tools in school, concerns about too much screen time have grown. This creates a debate between personalized learning and screen time. Reasons for this conflict include parents' own social media use, negative media stories, and changes since their own school experiences. Messaging should highlight how personalized learning develops skills for the future.
Raven is an outdoor education teacher who wants to incorporate digital storytelling into her lessons. She reaches out to the Council of Ontario Directors of Education (CODE) for guidance. Following CODE's recommendations, Raven develops a parent survey and implementation plan. She finds willing parents to help with story writing, photography, and videography. Through open communication and recognizing parent contributions, Raven is able to successfully launch a digital storytelling program that engages students and the community.
A slideshow done by the research fellow at the Library Research Service for a Brown Bag presentation for the Colorado Department of Education (CDE). The research was presented to show the link between gaming and literacy, and how gaming is used in public and school libraries.
Improving malaria treatment and control through enhanced diagnostic practiceACT Consortium
Professor David Schellenberg, director of the ACT Consortium, presents at the European Congress on Tropical Medicine and International Health in Basel, Switzerland on 7 September 2015.
International educational program for developing Health GamesHarro Leupen
International educational program for developing Health Games, lessons learned. A student program for developing health games in developing countries (South Sudan, Sri Lanka, Kenya). Presentation at IIT conference in Vilnius 2013
The document provides information for developing a communication strategy for the Faculty of Humanities at the University of Johannesburg. It includes an agenda with topics like objectives, target audience, research findings, and proposed strategy. The target audience is identified as potential undergraduate students currently in Grade 9. Research found lack of knowledge about what humanities is and low social media following. Two audience archetypes were developed: "Struggle star" who is ambitious and focused on success, and "Discount socialite" who is social media-focused and seeks immediate gratification.
The document discusses the impact of technology and social media on children. It notes that 73% of Indian children are cellphone users and internet/gaming addiction is increasing. Technology overuse can negatively impact children's development, health, academics and behavior. Too much screen time is linked to issues like poor sleep, aggression, and mental health problems. While technology provides opportunities for learning, socializing and creativity, it is important to understand both its benefits and risks to promote children's well-being.
Zee 1. INFLUENCE OF ANIMATION CARTOONS ON AGRESSIVE BEHAV..docxUsmanAhmadTijjani
This document summarizes a study that examined the influence of animation cartoons on aggressive behavior among primary school pupils in Kaduna, Nigeria. The study found that pupils who frequently watched cartoons for 4 or more hours per day exhibited significantly higher levels of aggressive behavior than those who watched less. The most popular cartoon watched was Sofia the First. The study concluded that frequent viewing of cartoons is associated with increased aggressive behavior in primary school pupils. Counselors should provide guidance to parents and schools on choosing age-appropriate cartoons that do not promote aggression.
The Manadoob Secret Connection Program for Self-Esteem provides a non-threatening environment for children to improve self-esteem while they learn and grow through the use of multi-cultural characters, animals, craft and imagination in the form of educational play. Academic skills in reading, writing, vocabulary, problem solving, observation, artistic expression and community outreach are enhanced. It’s fun and kids love it!!
Make a difference in a child’s life by giving the gift of The Manadoob Progra...manadoob
The Manadoob Program is a children's educational program created by June Salin and Susan Cooper that aims to reduce bullying and violence by teaching empathy. It uses fictional animal characters called Manadoobs to teach children skills like understanding their own and others' feelings, developing self-esteem, and connecting to their community and world. The program provides lessons and activities to build these skills and has been successfully implemented in schools and youth programs.
[Challenge:Future] Provision of Sanitary Towels to Girls Through Fun Sports a...Challenge:Future
The Mashujaa Team in Kenya aims to address girls missing school or dropping out due to lack of access to sanitary pads during menstruation. Their vision is for marginalized girls to have access to adequate sanitation for an empowered future. Their project involves distributing sanitary pads, using sports to promote girls' education, and providing mentorship on life and career skills. They will partner with schools and organizations to implement recreational afternoon sessions combining sports and mentorship, distributing pads daily to participating girls.
[Challenge:Future] Provision of Sanitary Towels to Girls Through Fun Sports a...Challenge:Future
The Mashujaa Team in Kenya aims to address girls missing school due to lack of access to sanitary pads. Their vision is for marginalized girls to have access to adequate sanitation for an empowered future. Their plan involves distributing pads and using sports to promote girls' education, demystify menstruation, and provide mentorship. They will partner with schools and organizations to advocate for girls' reproductive rights and hold the government accountable for implementing laws on sanitary pad distribution.
Children's Behavioral Problems Due to The Use of smartphone.RtAngel
This study examines children's behavioral problems due to parents' use of smartphones from the parents' perspective. The researcher conducted surveys of 100 parents in Thi-Qar, Iraq regarding their children ages 1-12. Most behavioral problems were seen in male children ages 6-12 who used smartphones for over 5 hours per day, including social withdrawal, aggression, and disobedience. The study concludes that parents are aware of smartphones' negative effects on children's social, health, and behavioral development. It recommends that parents ration and supervise children's smartphone use and provide alternative activities.
1) The document examines the use of multimedia techniques to help students with learning disabilities in Bahrain. It analyzes data from the Ministry of Development and private centers on the types of disabilities affecting students, which are most commonly autism, mental impairment, and Down syndrome.
2) Previous studies show that multimedia tools like visual aids and social stories can help students with learning disabilities learn better. However, multimedia should only be used to enhance learning and not make conditions worse.
3) The document proposes an adaptive multimedia eLearning system to make learning easier for students with disabilities by including personalization, interaction, and collaboration features.
Impact of Smart Devices among Adolescents Life Style in Al Najaf Al Ashraf CityAnuragSingh1049
To identify the adolescents life style, to assess adolescents life style with smart devices and socio demographic characteristics.
A descriptive study designed to found relationship between smart devices and adolescents life style in Al-Najaf Al-Ashraf from 5 September to 10 November 2019.
The findings of present study indicate that more than 64% of the study sample between age group (12- 15) years old, (72.2%) are males, (76.3%) from them are graduated from primary school, regarding to overall assessment of psychological and physical domain with smart devices are acceptable. Finally, there is a significant relationship between social lifestyle with smart devices in items as numbered (4, 8, 13 and 14) with gender of participants.
The study confirms that there is a significant negative impact on psychological aspect. so that these devices affect the psychological state of the teenager negatively .The study indicate that there was a very significant impact on the social aspect of adolescents so that these devices cause social isolation..
Preferably rationalize the acquisition and use of adolescent smart devices under the direct and continuous supervision of the guardian. Enhancing the role of the parents in educating the adolescent about the harm caused by smart device. Parents should allocate specific time to treat the teenager with smart devices, and be after Ending his or her educational and social requirements.Provide sports activities, social and scientific by the family of the teenager, through which invest his time and reduce his recourse to these devices to fill his spare time.
An innovative and successful project for building learning pathways for young...Renate Hughes
This presentation provides a summary of the Steps to the Future Learning Pathways for Young Mothers Project. The project ran for 3.5 years and achieved some amazing outcomes in a low SEIFA community in Tasmania, Australia.
A Study on Mlearning Implementation in AfricaWandeOwolabi
Mlearning refers to education or training done using portable devices like smartphones, tablets, and laptops. It can increase access to education and reduce inequality. The document discusses benefits of mlearning like being accessible anywhere and anytime, personalized learning experiences, and cost efficiencies. It also outlines challenges in African education from UNESCO reports, such as many children not attending school, especially girls. UNESCO guidelines advise creating mlearning policies and tools. Examples of mlearning tools deployed in Africa are discussed, including Eneza Education, Ubongo, and Sterio.me. Governments are urged to set enabling environments and policies to support mlearning.
A Study on Mlearning Implementation in Africaomololasalami
This is a project titled, UNESCO Mlearning Implementation in Africa, which addresses the stakeholders on policy formulation in Africa and the need to provide an enabling environment and encourage supportive policies that would enhance literacy, increase access to learning materials and reduce the number of children that are out of school.
1) The document describes field testing of an Internet-based HIV prevention program called CyberSenga that was developed for adolescents in Mbarara, Uganda.
2) Focus groups and usability testing were conducted with youth to engage users and ensure the program content and navigation was easy to understand.
3) A pilot study was conducted with secondary school students to evaluate how the CyberSenga program modules were delivered over mobile devices and to identify challenges in resource-limited settings.
1) The document discusses a study that field tested an internet-based HIV prevention program called CyberSenga for adolescents in Mbarara, Uganda.
2) Focus groups and usability testing were conducted to engage youth and ensure the program content was understandable and the interface was easy to navigate.
3) The field testing involved delivering CyberSenga's six module program over six weeks to students at three secondary schools while addressing challenges like power outages and inconsistent internet access.
We Think Everywhere - Digital Languages and Creative Pedagogies - Workshop pr...Louise Lowings
The document summarizes a 3-year research project conducted by early childhood educators from the UK and Sweden exploring the use of digital technologies and creative pedagogies in early childhood settings. The project aims to understand both the risks and benefits of technology use with young children and identify strategies to make digital media a valuable learning tool. Key outcomes of the research include ensuring children have independence and ownership over content when using apps and integrating digital media with other materials in multimodal contexts.
The document summarizes key findings from the 2013 Speak Up national research project conducted by Project Tomorrow. Over 400,000 K-12 students, teachers, parents, and administrators shared their views on digital learning. A major finding was the emergence of self-directed learners who use digital tools outside of school to pursue their own interests. These students develop advanced technology skills and use videos, tutorials, apps, games and social media for independent learning. The report also highlights student views on using games and simulations for learning subjects like coding and medicine.
The document announces an event called "PANc - Student Solutions for a Better Future" to be held on January 6, 2014 at 6:30 PM at the Central York High School Library. Mr. Wimmer's Honors Global Studies classes will present on modern global issues and potential solutions. Topics to be covered include floating farms, increased ethanol production via genetically modified sugar cane, and developing trade schools in Afghanistan.
This document summarizes a SuitUp business competition hosted by McKesson Suwanee where students from South Gwinnett High School participated. Volunteers from McKesson coached students as they developed business strategies to increase awareness of McKesson employment opportunities. A winning team was selected. Surveys found the event increased students' confidence and interest in careers like business, healthcare, and marketing. Volunteers and students both enjoyed the experience and want to participate again.
The Manadoob Program for Self-Esteem is an educational program that uses storytelling and activities to help children build self-esteem, empathy, and social-emotional skills. It features magical animal characters called Manadoob that guide children through lessons and discussions about challenges like bullying, divorce, death, and more. The program provides teachers and facilitators with materials like a novel, workbook, and discussion topics to help children understand their feelings and develop compassion for others. Evaluations of the program found that it helped reduce bullying, build confidence and social skills in children from diverse backgrounds.
CHADD 2014 Should Children with ADHD Play Minecraft?Randy Kulman
This document discusses potential benefits and concerns regarding children with ADHD playing Minecraft. It summarizes research showing that video games can positively impact cognition, motivation, social behavior, and emotion regulation for children. Specifically, games may improve spatial skills, problem-solving, persistence, and social/emotional regulation. However, children with ADHD or autism are more at risk for problematic game use. Inattention is linked to problematic use, and role-playing games are associated with issues for those with autism. The document examines whether parents and educators have choice regarding technology and considers developmental trends in media use.
Zee 1. INFLUENCE OF ANIMATION CARTOONS ON AGRESSIVE BEHAV..docxUsmanAhmadTijjani
This document summarizes a study that examined the influence of animation cartoons on aggressive behavior among primary school pupils in Kaduna, Nigeria. The study found that pupils who frequently watched cartoons for 4 or more hours per day exhibited significantly higher levels of aggressive behavior than those who watched less. The most popular cartoon watched was Sofia the First. The study concluded that frequent viewing of cartoons is associated with increased aggressive behavior in primary school pupils. Counselors should provide guidance to parents and schools on choosing age-appropriate cartoons that do not promote aggression.
The Manadoob Secret Connection Program for Self-Esteem provides a non-threatening environment for children to improve self-esteem while they learn and grow through the use of multi-cultural characters, animals, craft and imagination in the form of educational play. Academic skills in reading, writing, vocabulary, problem solving, observation, artistic expression and community outreach are enhanced. It’s fun and kids love it!!
Make a difference in a child’s life by giving the gift of The Manadoob Progra...manadoob
The Manadoob Program is a children's educational program created by June Salin and Susan Cooper that aims to reduce bullying and violence by teaching empathy. It uses fictional animal characters called Manadoobs to teach children skills like understanding their own and others' feelings, developing self-esteem, and connecting to their community and world. The program provides lessons and activities to build these skills and has been successfully implemented in schools and youth programs.
[Challenge:Future] Provision of Sanitary Towels to Girls Through Fun Sports a...Challenge:Future
The Mashujaa Team in Kenya aims to address girls missing school or dropping out due to lack of access to sanitary pads during menstruation. Their vision is for marginalized girls to have access to adequate sanitation for an empowered future. Their project involves distributing sanitary pads, using sports to promote girls' education, and providing mentorship on life and career skills. They will partner with schools and organizations to implement recreational afternoon sessions combining sports and mentorship, distributing pads daily to participating girls.
[Challenge:Future] Provision of Sanitary Towels to Girls Through Fun Sports a...Challenge:Future
The Mashujaa Team in Kenya aims to address girls missing school due to lack of access to sanitary pads. Their vision is for marginalized girls to have access to adequate sanitation for an empowered future. Their plan involves distributing pads and using sports to promote girls' education, demystify menstruation, and provide mentorship. They will partner with schools and organizations to advocate for girls' reproductive rights and hold the government accountable for implementing laws on sanitary pad distribution.
Children's Behavioral Problems Due to The Use of smartphone.RtAngel
This study examines children's behavioral problems due to parents' use of smartphones from the parents' perspective. The researcher conducted surveys of 100 parents in Thi-Qar, Iraq regarding their children ages 1-12. Most behavioral problems were seen in male children ages 6-12 who used smartphones for over 5 hours per day, including social withdrawal, aggression, and disobedience. The study concludes that parents are aware of smartphones' negative effects on children's social, health, and behavioral development. It recommends that parents ration and supervise children's smartphone use and provide alternative activities.
1) The document examines the use of multimedia techniques to help students with learning disabilities in Bahrain. It analyzes data from the Ministry of Development and private centers on the types of disabilities affecting students, which are most commonly autism, mental impairment, and Down syndrome.
2) Previous studies show that multimedia tools like visual aids and social stories can help students with learning disabilities learn better. However, multimedia should only be used to enhance learning and not make conditions worse.
3) The document proposes an adaptive multimedia eLearning system to make learning easier for students with disabilities by including personalization, interaction, and collaboration features.
Impact of Smart Devices among Adolescents Life Style in Al Najaf Al Ashraf CityAnuragSingh1049
To identify the adolescents life style, to assess adolescents life style with smart devices and socio demographic characteristics.
A descriptive study designed to found relationship between smart devices and adolescents life style in Al-Najaf Al-Ashraf from 5 September to 10 November 2019.
The findings of present study indicate that more than 64% of the study sample between age group (12- 15) years old, (72.2%) are males, (76.3%) from them are graduated from primary school, regarding to overall assessment of psychological and physical domain with smart devices are acceptable. Finally, there is a significant relationship between social lifestyle with smart devices in items as numbered (4, 8, 13 and 14) with gender of participants.
The study confirms that there is a significant negative impact on psychological aspect. so that these devices affect the psychological state of the teenager negatively .The study indicate that there was a very significant impact on the social aspect of adolescents so that these devices cause social isolation..
Preferably rationalize the acquisition and use of adolescent smart devices under the direct and continuous supervision of the guardian. Enhancing the role of the parents in educating the adolescent about the harm caused by smart device. Parents should allocate specific time to treat the teenager with smart devices, and be after Ending his or her educational and social requirements.Provide sports activities, social and scientific by the family of the teenager, through which invest his time and reduce his recourse to these devices to fill his spare time.
An innovative and successful project for building learning pathways for young...Renate Hughes
This presentation provides a summary of the Steps to the Future Learning Pathways for Young Mothers Project. The project ran for 3.5 years and achieved some amazing outcomes in a low SEIFA community in Tasmania, Australia.
A Study on Mlearning Implementation in AfricaWandeOwolabi
Mlearning refers to education or training done using portable devices like smartphones, tablets, and laptops. It can increase access to education and reduce inequality. The document discusses benefits of mlearning like being accessible anywhere and anytime, personalized learning experiences, and cost efficiencies. It also outlines challenges in African education from UNESCO reports, such as many children not attending school, especially girls. UNESCO guidelines advise creating mlearning policies and tools. Examples of mlearning tools deployed in Africa are discussed, including Eneza Education, Ubongo, and Sterio.me. Governments are urged to set enabling environments and policies to support mlearning.
A Study on Mlearning Implementation in Africaomololasalami
This is a project titled, UNESCO Mlearning Implementation in Africa, which addresses the stakeholders on policy formulation in Africa and the need to provide an enabling environment and encourage supportive policies that would enhance literacy, increase access to learning materials and reduce the number of children that are out of school.
1) The document describes field testing of an Internet-based HIV prevention program called CyberSenga that was developed for adolescents in Mbarara, Uganda.
2) Focus groups and usability testing were conducted with youth to engage users and ensure the program content and navigation was easy to understand.
3) A pilot study was conducted with secondary school students to evaluate how the CyberSenga program modules were delivered over mobile devices and to identify challenges in resource-limited settings.
1) The document discusses a study that field tested an internet-based HIV prevention program called CyberSenga for adolescents in Mbarara, Uganda.
2) Focus groups and usability testing were conducted to engage youth and ensure the program content was understandable and the interface was easy to navigate.
3) The field testing involved delivering CyberSenga's six module program over six weeks to students at three secondary schools while addressing challenges like power outages and inconsistent internet access.
We Think Everywhere - Digital Languages and Creative Pedagogies - Workshop pr...Louise Lowings
The document summarizes a 3-year research project conducted by early childhood educators from the UK and Sweden exploring the use of digital technologies and creative pedagogies in early childhood settings. The project aims to understand both the risks and benefits of technology use with young children and identify strategies to make digital media a valuable learning tool. Key outcomes of the research include ensuring children have independence and ownership over content when using apps and integrating digital media with other materials in multimodal contexts.
The document summarizes key findings from the 2013 Speak Up national research project conducted by Project Tomorrow. Over 400,000 K-12 students, teachers, parents, and administrators shared their views on digital learning. A major finding was the emergence of self-directed learners who use digital tools outside of school to pursue their own interests. These students develop advanced technology skills and use videos, tutorials, apps, games and social media for independent learning. The report also highlights student views on using games and simulations for learning subjects like coding and medicine.
The document announces an event called "PANc - Student Solutions for a Better Future" to be held on January 6, 2014 at 6:30 PM at the Central York High School Library. Mr. Wimmer's Honors Global Studies classes will present on modern global issues and potential solutions. Topics to be covered include floating farms, increased ethanol production via genetically modified sugar cane, and developing trade schools in Afghanistan.
This document summarizes a SuitUp business competition hosted by McKesson Suwanee where students from South Gwinnett High School participated. Volunteers from McKesson coached students as they developed business strategies to increase awareness of McKesson employment opportunities. A winning team was selected. Surveys found the event increased students' confidence and interest in careers like business, healthcare, and marketing. Volunteers and students both enjoyed the experience and want to participate again.
The Manadoob Program for Self-Esteem is an educational program that uses storytelling and activities to help children build self-esteem, empathy, and social-emotional skills. It features magical animal characters called Manadoob that guide children through lessons and discussions about challenges like bullying, divorce, death, and more. The program provides teachers and facilitators with materials like a novel, workbook, and discussion topics to help children understand their feelings and develop compassion for others. Evaluations of the program found that it helped reduce bullying, build confidence and social skills in children from diverse backgrounds.
CHADD 2014 Should Children with ADHD Play Minecraft?Randy Kulman
This document discusses potential benefits and concerns regarding children with ADHD playing Minecraft. It summarizes research showing that video games can positively impact cognition, motivation, social behavior, and emotion regulation for children. Specifically, games may improve spatial skills, problem-solving, persistence, and social/emotional regulation. However, children with ADHD or autism are more at risk for problematic game use. Inattention is linked to problematic use, and role-playing games are associated with issues for those with autism. The document examines whether parents and educators have choice regarding technology and considers developmental trends in media use.
Similar to GameOn, a Student-Developed Game Initiative to Fight Malaria (Games for Health 2013) (20)
TEST BANK For Community Health Nursing A Canadian Perspective, 5th Edition by...Donc Test
TEST BANK For Community Health Nursing A Canadian Perspective, 5th Edition by Stamler, Verified Chapters 1 - 33, Complete Newest Version Community Health Nursing A Canadian Perspective, 5th Edition by Stamler, Verified Chapters 1 - 33, Complete Newest Version Community Health Nursing A Canadian Perspective, 5th Edition by Stamler Community Health Nursing A Canadian Perspective, 5th Edition TEST BANK by Stamler Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Pdf Chapters Download Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Pdf Download Stuvia Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Study Guide Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Ebook Download Stuvia Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Questions and Answers Quizlet Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Studocu Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Quizlet Test Bank For Community Health Nursing A Canadian Perspective, 5th Edition Stuvia Community Health Nursing A Canadian Perspective, 5th Edition Pdf Chapters Download Community Health Nursing A Canadian Perspective, 5th Edition Pdf Download Course Hero Community Health Nursing A Canadian Perspective, 5th Edition Answers Quizlet Community Health Nursing A Canadian Perspective, 5th Edition Ebook Download Course hero Community Health Nursing A Canadian Perspective, 5th Edition Questions and Answers Community Health Nursing A Canadian Perspective, 5th Edition Studocu Community Health Nursing A Canadian Perspective, 5th Edition Quizlet Community Health Nursing A Canadian Perspective, 5th Edition Stuvia Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Pdf Chapters Download Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Pdf Download Stuvia Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Study Guide Questions and Answers Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Ebook Download Stuvia Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Questions Quizlet Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Studocu Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Quizlet Community Health Nursing A Canadian Perspective, 5th Edition Test Bank Stuvia
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kol...rightmanforbloodline
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Versio
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Version
TEST BANK For An Introduction to Brain and Behavior, 7th Edition by Bryan Kolb, Ian Q. Whishaw, Verified Chapters 1 - 16, Complete Newest Version
8 Surprising Reasons To Meditate 40 Minutes A Day That Can Change Your Life.pptxHolistified Wellness
We’re talking about Vedic Meditation, a form of meditation that has been around for at least 5,000 years. Back then, the people who lived in the Indus Valley, now known as India and Pakistan, practised meditation as a fundamental part of daily life. This knowledge that has given us yoga and Ayurveda, was known as Veda, hence the name Vedic. And though there are some written records, the practice has been passed down verbally from generation to generation.
Osteoporosis - Definition , Evaluation and Management .pdfJim Jacob Roy
Osteoporosis is an increasing cause of morbidity among the elderly.
In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
Rasamanikya is a excellent preparation in the field of Rasashastra, it is used in various Kushtha Roga, Shwasa, Vicharchika, Bhagandara, Vatarakta, and Phiranga Roga. In this article Preparation& Comparative analytical profile for both Formulationon i.e Rasamanikya prepared by Kushmanda swarasa & Churnodhaka Shodita Haratala. The study aims to provide insights into the comparative efficacy and analytical aspects of these formulations for enhanced therapeutic outcomes.
Does Over-Masturbation Contribute to Chronic Prostatitis.pptxwalterHu5
In some case, your chronic prostatitis may be related to over-masturbation. Generally, natural medicine Diuretic and Anti-inflammatory Pill can help mee get a cure.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Kat...rightmanforbloodline
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
TEST BANK For Basic and Clinical Pharmacology, 14th Edition by Bertram G. Katzung, Verified Chapters 1 - 66, Complete Newest Version.
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
GameOn, a Student-Developed Game Initiative to Fight Malaria (Games for Health 2013)
1. GameOn!: A Student-Developed Game Initiative
to Fight Malaria
Rob Willems, Hanze University of Applied Sciences, Groningen, the Netherlands
2. George Onyango, Help Heal, Community Based Organization, Kisumu,
Kenya
Harro Leupen, School of Communication, Media & IT, Communication
Systems, Hanze University of Applied Sciences, Groningen, the
Netherlands
Nataly Martini, School of Pharmacy, Faculty of Medical and Health
Sciences, University of Auckland, New Zealand
Rob Willems, School of Communication, Media & IT, Communication
Systems, Hanze University of Applied Sciences, Groningen, the
Netherlands
26-6-2013
3. What is my talk about?
Malaria is one of the leading causes of morbidity and mortality in Kenya and
it kills an estimated 34,000 children under five in Kenya every year. 77% of
Kenya’s population lives in areas where the disease is transmitted.
The disease is responsible for 30% of out-patient visits (requiring more than
eight million out-patient treatments at health facilities each year) and 15% of
all hospital admissions.
About 3.5 million children are at risk of infection and developing severe
malaria.
http://kenya.usaid.gov/programs/health/72
26-6-2013
14. HelpHeal
(George Onyango, projectleader)
Health
(Fred Opinya)
Education
(Peter Odongo)
Economic
empowerment
(Francesca)
NGO’s
Friends of
HelpHeal
(experts)
Government
(e.g. Min. of Health)
St. Anne SEP Francesca ….. ….. …..
CBO’s
ICT
(Moses Osloo)
15. HelpHeal: 5 areas
• Health advocacy
• Income generating activity
• Home based care
• Orphanage & vulnerable children
• Primary Education
16. Minor GameOn!:
international development for local change
The goal of GameOn! is to develop a serious video game.
In this minor students will be working in teams and in
collaboration with students from Woodbury University , Los
Angeles (USA).
The object: to develop a serious game that aims to change
behavior through awareness.
The setup
A multidisciplinary group which unites expertise from didactic and
game production backgrounds produces an educational game for
an international learning environment.
.
17. To develop a computer game in the battle against
malaria, for children in primary schools (10 -15 years) in
Kenya (Nyanza province).
The game (s) would be a success if children are;
• Able to tell signs of malaria clearly
• Identify malaria transmission methods
• Tell what times of the day mosquitoes bites occur
• State cheap and effective ways of preventing malaria
• The importance of going to the hospital and finishing drug doses
HelpHeal & GameOn!
26-6-2013
19. The set up
• Three multicultural teams, 19 students, 9 countries
• Three games, one assignment
• 20 weeks of production time
• Lecturers: Eelco Braad, Manno Bult, Loes Damhof, Lieke Drukker, Harro
Leupen, Martijn Meutgeert, Rob Willems
• Partners: George Onyango (HelpHeal), Nataly Martini & Arthur Liu
(University of Auckland), William Novak (University of Woodbury),
Herman Veenker (Educational Institute, Hanze University), Marietta
Muhonen (Applied Psychology, Hanze University).
26-6-2013
20. A closer look at the program
Theory:
- psychology & deleveloping (game)concepts
- cultural differences and sensitivities
- programming/scripting in Flash, Assets
- kaleidoscope (meet and discuss with experts e.g. malaria)
- researching effectiveness
Production:
Orientation/Blueprint/Design phase: research target audience,
gameconcept, game design document
Preparation/production/finalization: programming, artwork, playtest
prototypes & final game.
25. Team Mosquitown
• Vivien-Fame Bickley
• Christin Fischer-Moll
• Tuong Linh Le
• Cátia Lopes
• Miguel de Lorenzo
• Nico van Pelt
• Daniel Zijlstra
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31. Current status
• Games shipped to HelpHeal
• Played at several schools
• Effectivity (in relation to the learning
objectives) will be evaluated
26-6-2013
32. Future plans
• Keep evaluating the malaria games
• New project with HelpHeal in september
• Subject is HIV/AIDS
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36. Participation of Kenyan students
26-6-2013
Cavendish Wachera Mwangi
There is much I would like to learn from this whole project. Most
important how to program. This would enhance my skills and
enable me to be able to create other programs that would be of
help to the community. I also would like to become better in
teamwork which is a key component in building and implementing
of successful projects. In addition I would also like to learn how to
create a positive impact to the community around me and in the
end be proud of making an achievement.
Living in a community infected and affected by Hiv/Aids, watching
people die all because of this disease and knowing that I have a
chance to change all that and save the future generation by
designing games is an opportunity I can’t let pass me by. Thank
you for this great chance that you have offered to me.
37. 26-6-2013
Cavendish Wachera Mwangi
There is much I would like to learn from this whole project. Most
important how to program. This would enhance my skills and
enable me to be able to create other programs that would be of
help to the community. I also would like to become better in
teamwork which is a key component in building and implementing
of successful projects. In addition I would also like to learn how to
create a positive impact to the community around me and in the
end be proud of making an achievement.
Living in a community infected and affected by Hiv/Aids, watching
people die all because of this disease and knowing that I have a
chance to change all that and save the future generation by
designing games is an opportunity I can’t let pass me by. Thank
you for this great chance that you have offered to me.
Participation of Kenyan students
38. 26-6-2013
Oliver Nyaswenta Nyagah
My motivation to join Game On is my interest in animation
(especially cartoons and playing games);and also the need to pass
important lessons and messages through the simplest and fun
way, which captures their attention, therefore reaching more
people, hence making the message more relevant. I would also
want to learn something new aside from what I am majoring in my
university studies. This prompted me to be very interested in the
project and would love to be part of it.
Also living in a community that is infected and affected by
HIV/AIDS, I have seen the impacts of the disease to the
community therefore I believe I will be in a good position also to be
a researcher to the team. Moreover that I would like to learn
programming and I am optimistic that being a team member in
Game On I will be able to achieve this ambition. I believe that
being part of a team I will be able to improve on my team work
which is a major component in any successful project.
Participation of Kenyan students
39. 26-6-2013
Oliver Nyaswenta Nyagah
My motivation to join Game On is my interest in animation
(especially cartoons and playing games);and also the need to pass
important lessons and messages through the simplest and fun
way, which captures their attention, therefore reaching more
people, hence making the message more relevant. I would also
want to learn something new aside from what I am majoring in my
university studies. This prompted me to be very interested in the
project and would love to be part of it.
Also living in a community that is infected and affected by
HIV/AIDS, I have seen the impacts of the disease to the
community therefore I believe I will be in a good position also to be
a researcher to the team. Moreover that I would like to learn
programming and I am optimistic that being a team member in
Game On I will be able to achieve this ambition. I believe that
being part of a team I will be able to improve on my team work
which is a major component in any successful project.
Participation of Kenyan students
42. GameOn!…it has been an exhilarating
journey (1/3)
• Learning about malaria for people of my age has been through word of mouth
and frequent radio adverts which make little or no sense to those who are truly
vulnerable to malarial attack. (…..) the method of handing on malaria information
from one generation to the next has not translated into sustainable learning
hence perpetuating the presence of the disease.
• I had long given up on finding a better way to teach my children about malaria till
I tried a card game developed in 2007 for children in primary schools through
collaboration with the University of Auckland; which eventually proved interesting
and effective in sharing knowledge on malaria.
26-6-2013
43. GameOn!…it has been an exhilarating
journey (2/3)
• When GameOn came along; I was to second guess on one thing now my kids
wanted to engage in. (….) I was convicted of the appropriateness of a computer
based game tackling any disease; more so malaria. (….) Nothing arouses
primary interest of a Kenyan child living on the fringes of Lake Victoria more than
an opportunity to play a computer game. It allows them the realization that
computers are not complex electronic gadgets that only adults have access to.
• The game was generally received well and several enthused children kept asking
for copies to be availed. The children were amazing with the feedback they
offered sometimes in technical areas we hadn’t even realized.
• The interactive nature of the games makes the message sink into the young
minds of the children in a manner that can only be compared with curiosity that
children develop as they vocalize their first few words.
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44. GameOn!…it has been an exhilarating
journey (3/3)
• I totally agree with Victor Hugo’s assertion that there is no more powerful force
than an idea whose time has come. The power of games to tackle society’s
challenges is an idea that everyone should embrace for how else will you
entertain, pique interest and sustain momentum in education?
• Our new government administration has pledged to avail laptops to all children
enrolling in their first grade by next year (2014). It is my hope that Kuumwa,
Mosquitown and Rukia will be favourite constructive menus spewing life saving
information to representatives of future generation. Live live GameOn!
• Appreciation to students and teachers at Hanze University and all the
collaborators who concertedly produced such wonderful piece of work.
26-6-2013
45. Want to join GameOn ?
http://www.hanze.nl/home/Schools/Instituut+voor+Communicatie+Media/Opleidingen
/Minor/Game+On/
26-6-2013
46. Rob Willems
Hanze University of Applied
Sciences, Groningen,
the Netherlands
Email: r.willems@pl.hanze.nl
Phone: +31 654 296 058
Editor's Notes
Coordinating team of GameOn!
Developing the malaria games in GameOn was inspiredby the VIP project in which Nataly Martini played a very important role.
Videocanbeviewed on YouTube
Organization model of Community BasedOrganization HelpHeal. George Onyango is the teamleader.
Youwon’texpect computer games to be an option in Kenya because computers are lacking. This is not the case, IBM and Cisco are setting up digital villages (Pashas). In 2014 everyfirstgradershould have a (laptop) computer.
During the tests 26 children played the games and gave feedback. Alsofocusgroupsession with principals and teachers.
Thiscommunity in Oyugis (Kenya) will partner in the project.