Author: E. Keller
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Cours élémentaire de langue française, à l'usage des écoles secondaires de la Suisse allemande, basé sur la méthode directe, par E. Keller,...
Author: E. Keller
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Cours élémentaire de langue française à l'usage des écoles secondaires de la Suisse allemande
Author: Emil Keller
Publisher:
ISBN:
Category :
Languages : fr
Pages : 193
Book Description
Publisher:
ISBN:
Category :
Languages : fr
Pages : 193
Book Description
Cours élémentaire de langue française
Author: Emil Keller
Publisher:
ISBN:
Category :
Languages : de
Pages : 193
Book Description
Publisher:
ISBN:
Category :
Languages : de
Pages : 193
Book Description
Cours élémentaire de langue française
Author: Emil Keller
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Aspects of Multilingualism in European Border Regions
Author: Andrea Abel
Publisher: Accademia Europea di Bolzano
ISBN:
Category : Language Arts & Disciplines
Languages : fr
Pages : 272
Book Description
Publisher: Accademia Europea di Bolzano
ISBN:
Category : Language Arts & Disciplines
Languages : fr
Pages : 272
Book Description
Cours élémentaire de langue française
Author: Emil Keller
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : fr
Pages :
Book Description
Intercultural Competence
Author: Gerhard Neuner
Publisher: Council of Europe
ISBN: 9789287151704
Category : Language Arts & Disciplines
Languages : en
Pages : 152
Book Description
Publisher: Council of Europe
ISBN: 9789287151704
Category : Language Arts & Disciplines
Languages : en
Pages : 152
Book Description
Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Medieval Slavic Lives of Saints and Princes
Author: Marvin Kantor
Publisher: University of Michigan Department of Slavic Lang Ures
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 322
Book Description
Publisher: University of Michigan Department of Slavic Lang Ures
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 322
Book Description
Biomimicry
Author: Janine M. Benyus
Publisher: Harper Collins
ISBN: 0061958921
Category : Science
Languages : en
Pages : 324
Book Description
Repackaged with a new afterword, this "valuable and entertaining" (New York Times Book Review) book explores how scientists are adapting nature's best ideas to solve tough 21st century problems. Biomimicry is rapidly transforming life on earth. Biomimics study nature's most successful ideas over the past 3.5 million years, and adapt them for human use. The results are revolutionizing how materials are invented and how we compute, heal ourselves, repair the environment, and feed the world. Janine Benyus takes readers into the lab and in the field with maverick thinkers as they: discover miracle drugs by watching what chimps eat when they're sick; learn how to create by watching spiders weave fibers; harness energy by examining how a leaf converts sunlight into fuel in trillionths of a second; and many more examples. Composed of stories of vision and invention, personalities and pipe dreams, Biomimicry is must reading for anyone interested in the shape of our future.
Publisher: Harper Collins
ISBN: 0061958921
Category : Science
Languages : en
Pages : 324
Book Description
Repackaged with a new afterword, this "valuable and entertaining" (New York Times Book Review) book explores how scientists are adapting nature's best ideas to solve tough 21st century problems. Biomimicry is rapidly transforming life on earth. Biomimics study nature's most successful ideas over the past 3.5 million years, and adapt them for human use. The results are revolutionizing how materials are invented and how we compute, heal ourselves, repair the environment, and feed the world. Janine Benyus takes readers into the lab and in the field with maverick thinkers as they: discover miracle drugs by watching what chimps eat when they're sick; learn how to create by watching spiders weave fibers; harness energy by examining how a leaf converts sunlight into fuel in trillionths of a second; and many more examples. Composed of stories of vision and invention, personalities and pipe dreams, Biomimicry is must reading for anyone interested in the shape of our future.