Section B:
HEALTH
Your experiences with using online resources to look up health or medical issues. Do you know of any situation where someone has found information on the Internet that has not matched the advice given by their doctor? What do you think of the use of the Internet by non-medical professionals to seek advice and information about illnesses and other health issues? How much do you think the medical and health professionals where you are need to, and have, kept pace with developments on the Internet?
I am admitted to hospital with atrial fibrillation where doctors decide I will need warfarin and statins to control raised cholesterol, and will need to be kept under observation for 3 days. My calcium levels are raised. Using my iPad to ‘Google’ the prescribed medications, I am able to ascertain the side effects would actually cause my symptoms. I decide treatment is inappropriate and check myself out of hospital on day 2, refusing to take the medications. I am given a letter to take to my GP which contains information that says she is to ‘educate’ me. My GP looks at my blood results and immediately suspects a parathyroid tumour. Upon further investigation this proves to be the case and with surgery I fully recover without the harmful
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Our lives have become busier and therefore there is less time for complex gaming. Casual game use is on the rise as such games are simple and can be played quickly (“The Rise and Rise of Casual Gaming,” 2008). Jesse Schell (2010) observes games are becoming an extension of our real life, for example, fitness trackers and Wii fit, ‘brain exercising’ apps to ward off dementia, good driver apps that are provided by car insurance companies, point systems for shopping rewards and weight watchers. We can even compete with others in these games using leader boards. In the future there may be reward systems for brushing your teeth or using public transport (Schell,
The author argues elderly and non-gamers have a pessimistic vision of technology and video games, assuming they are addictive and insignificant. Wright emphasize video games are vigorous and can set a creative imagination and boost self-assurance. Wright points out the difference between observing a video game and having an actual participation, there is possession of owning an actual experience. Wright continues to persuade that gamers have “possibility space” meaning there are multi opportunities to create, maneuver and succeed personal effect appropriate to each individual gamer.
Have you ever wondered how so many people can play video games for hours? Or how gamers can connect to people in the “virtual world” and learn life lessons? In the book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World and the article “Becoming Part of Something Bigger Than ourselves” by Jane McGonigal says “the single best way to add meaning to our lives is to connect our daily actions to something bigger than ourselves and the bigger, the better” (446). In 2009, McGonigal’s best video game, SuperBetter, went viral. The popularity from the video game increased gamers to battle health challenges like depression and anxiety. Mcgonigal's video game also increased better communication skills between friends, family,
I was wondering if you could contact the residents in 1103 about their two dogs barking?
M1- Discuss how policies and procedures help children, young people and their families whilst the child is being looked after.
Reporting of Injuries,Diseases and dangerous occurrences regulations of 1995 requires the reporting of work-related accidents, diseases and dangerous occurrences. The Act applies to all work related activities, but not to all work related incidents. The objective of the regulations is to enable the enforcing authorities to identify where and how risks arise and to investigate serious accidents so as to prevent them from occurring in the future and thus providing a safer work environment. The enforcing authorities can then help and advise you on preventive action to reduce injury, ill health and accidental loss,the main points of our own policy that relate to this are:
Education of patients and families regarding the reliability of internet information is prudent. Given the enormous amount of information available via the World Wide Web, not all of which, as you illustrate, is reliable, it is of great importance that patients and families comprehend the unreliability of some of the information they may acquire. Patients who are unable to gain access to health care secondary to a lack of funds, insurance, or availability of their provider, may be inclined to review their symptoms utilizing a search engine. Moreover, patients who were incapable of accessing healthcare due to reasons other than a lack of insurance are more likely to utilize the internet to obtain health related
2 staff in bedroom 1 transferring an individual to wheelchair; staff changing an individual in bedroom 2 (privacy observed); staff organizing/tidying bedroom 10; staff organizing/tidying bedroom 6; staff bathing an individual in bathroom 2; staff grooming in bathroom 2; staff in unit 1’s tech station reviewing/writing the daily assignment sheet; staff escorting individual to dining room; and EDA was in the dining room feeding.
There will be a disadvantage. There will always be areas in your work where you experience conflict
Educational psychologist – These professionals will support children and young people who have learning or behavioural difficulties such as, ADHD. They will identify difficulties that the child has and can offer support for both practitioners and parents so that the child can reach their full potential. They can promote positive outcomes by recommending different strategies so that the child can learn more effectively such as, behaviour support or improvements to the child’s learning environment. They also encourage practitioners to involve parents so that they are able to talk about the needs of the child and what support can be given.
T2 will do a gesture warm up, after make a round with all the children in front of the classroom. The objective of the game is that the students repeat the gesture that the teacher make when she pass two keys to the person next to it. For example, if she pass the two keys open, or if she open the legs while the passing, the students must repeat the same action, without an advertising of the teacher. The teacher will say if the person who has the keys do it well or not.
Health and medicine are important for a society to run smoothly. The internet can be very dangerous. First of all, one does not know who is putting this information on the internet and many illnesses have similar symptoms but need different treatments. It is not always easy to decide what is reliable. 80% of internet users go online to find health related information. Many people rely and trust the internet which makes them sicker. When one is unhealthy, it leads to them not being able to perform their role in society and become exempt from normal obligations. Doctors play a vital role in keeping people healthy and productive in our society. People tend to believe what they read on the internet. But as we have learned
Video games are having a rapidly increasing impact on the daily lives of a diverse range of people. The most common usage of video games is for entertainment purposes however there is an increasing use of them in serious fields such as education, science and health (Digital Australia report 2016: p.11 - p.14). Due to the enormous impact that video games have, a greater understanding of how to
Beside the mental effects of gaming, lay the physical effects. Another belief of gaming is that it is physically threatening, and if not taken in moderation, that may be true, but at face value, some video games can be a very useful tool for physical fitness. “Serious” games, as mentioned previously, are games that are designed for personal improvement, but as stated by Mark Baxter, “serious” games are just a subgenre of a more encompassing genre known as lifestyle games. According to Baxter, these games lack the more academic focus typically associated with “serious” games, yet still focus primarily on improvement through tier one gaming experiences. An example he gives of a successful lifestyle game is Wii Fit, which is a game that consists of exercise activities. He also claims that games like these have been adopted in several physiotherapy rehabilitation centers (Brain Health and Online Gaming). Baxter is right on this claim. These lifestyle games, also known as fitness games, contain a variety of physical benefits, including rehabilitation, and thankfully, several console designers are attempting to embrace these positives. In 2006, Nintendo released the Wii console, which is the console Baxter’s example was played on. It saw large commercial success due to its ability to provide gamers with an entertaining and physically stimulating experience, selling over one-hundred million units worldwide. This console allowed players to exercise in a unique way that entertaining,
Children’s engagement in and motivation by video games is commonly observed by parents and teachers. The Joan Ganz Cooney Foundation conducted a survey of 505 in-service United States teachers that use digital games in their K-8 classrooms (Takeuchi & Vaala, 2014). Regarding low performing students seventy percent of the teachers agreed that digital gaming improved motivation and engagement (Takeuchi & Vaala, 2014). The motivation and engagement of games exhibited in both adults and children has been employed by marketing firms to encourage consumers to engage in sustained use of products such as social networking sites, fitness bands, and consumer data collection apps. This method has been coined gamification. The Oxford English Dictionary defines gamification as “the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity,
Gamification is where game developers apply ways players in which can play their games in such a way they become more engaged with the 'game '. Although the word 'game ' has been used here, this does not imply that it is merely for computer games. Growing trends are seeing the gamification of areas such as business, education and even goverment. This sees popular gaming techniques applied to everyday goals within these areas. Everyday examples may include leaderboards for employees and loyalty cards for customers.