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The games are designed specifically for teens and young adults who are at risk of adverse cancer outcomes due to poor treatment adherence. [11] Research on Re-Mission 2 shows that the new games are as effective as the original Re-Mission game in increasing players’ self-efficacy, boosting positive emotions and shifting attitudes about ...
Training for a half-Ironman in Hawaii, she focused less on the competition, and more on her own performance. “I was so grateful just that my body could do this, eight months postpartum,” she says.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Employee motivation is an intrinsic and internal drive to put forth the necessary effort and action towards work-related activities. It has been broadly defined as the "psychological forces that determine the direction of a person's behavior in an organisation, a person's level of effort and a person's level of persistence ". [ 1 ]
By Debra Auerbach, The Work Buzz If you're a big "The Hunger Games" fan like I am, you were probably crazy excited to watch the movie's first trailer, which debuted last Monday. For those of you ...
Josh Shipp, (born January 20, 1982) is an American motivational speaker for teachers, best-selling author, and TV personality. [1] [2] He is most known for his TEDx talk entitled "Every Kid is One Caring Adult Away from Being a Success Story" [3] and his television programs including Teen Trouble [4] which aired on Lifetime and A&E executive produced by Ellen Rakieten of The Oprah Winfrey Show.
This work has focused on providing broader educational options, skills training, and opportunities for economically disadvantaged youth to obtain apprenticeships. The ¡Supérate! Centers across El Salvador are one example, as they are supported by USAID in combination with private companies and foundations, and offer expanded education for ...
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and participation through the use of game mechanics such as points, badges, leaderboards and rewards.