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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Sveikos gyvensenos įpročių ugdymas ir reklama / Education of healthy lifestyle habits and the rote of advertising

Žvironaitė, Agnė 24 September 2008 (has links)
Magistrinio darbo tema: „Sveikos gyvensenos įpročių ugdymas ir reklama“. Sveikatos statistikos duomenys rodo vis prastėjančią gyventojų sveikatos būklę, taip pat sveikos gyvensenos įpročių stoką: daug žmonių dažnai renkasi nesveiką maistą, naujausių technologijų dėka didžiąją dalį laiko leidžia fiziškai pasyviai (t.y. per mažai juda), o žalingi įpročiai itin sparčiai plinta paauglių gyvenime. Gyvensenos įpročių formavimui didelę įtaką turi stiprus išorės veiksnys – reklama. Lietuvoje nėra atlikta išsamių tyrimų apie reklamos poveikį vaikams ir paaugliams, todėl šis klausimas yra aktualus. Magistrinio darbo tikslas – surinkti informaciją apie tai, kokie yra sveikos gyvensenos įpročiai, kaip jie galėtų būti ugdomi ir kokį poveikį jiems turi reklama. Sveika gyvensena – tai žmogaus sveikatai daug įtakos turintis veiksnys, kurį lemia sąmoningi žmogaus elgesio veiksniai: sveika mityba, žalingų įpročių atsisakymas ir fizinis aktyvumas. Todėl sveikos gyvensenos įpročių ugdymas yra aktuali tema, apie kurią turi būti kalbama mokykloje ir kitoje socialinėje aplinkoje. Reklama – itin stiprios įtakos turintis socialinis reiškinys, sutinkamas visoje socialinėje aplinkoje. Rekalma daro didelį poveikį vartotojų mintims ir elgesiui, susijusiam su sveika gyvensena. Siekiant išsiaiškinti, kokius sveikos gyvensenos įpročius turi skirtingo amžiaus vartotojai, ir kokią įtaką jiems turi reklama, buvo atliktas anketinis tyrimas, kuriame dalyvavo 333 respondentai: 165 VII klasių moksleiviai iš... [toliau žr. visą tekstą] / The subject of this Master degree paper is „Education of healthy lifestyle habits and the rote of advertising”. Statistical data of health demonstrate the worsening state of people’s health usually do not have healthy lifestyle habits: the majority of people do not choose healthy food. Another bad thing is that owing to modern technologies people spend the biggest part of their lives in a practically passive way (i.e. do not move much) and additions spread fast among children and teenagers. One of the most important external factors, that plays an important role in the formation or bad habits is advertising. There is no exhaustive analysis so far about the effect of advertising on children and teenagers and that is why the problem is so acute. The aim of this thesis is to collect information about healthy lifestyle habits, how they could be developed and the role of advertising. Healthy life style is a very important factor for a person’s health. It is predetermined by the individual’s reasoned attitude to this behavior: healthy nutrition, refusing addictions and physical activity. That is why the development of healthy lifestyle habits is the subject of primary importance and young people should be informed about it at schools and other places of social gathering. Advertising is a common phenomen in our daily life and it continually influences consumers and their choice. In order to find out healthy lifestyle habits among schoolchildren and students and how advertising... [to full text]
12

Wii fit : um videogame do estilo de vida saudável

Finco, Mateus David January 2010 (has links)
Os videogames, uma das mais fortes correntes da indústria do entretenimento, têm também influenciado a área da Educação Física através de novos artefatos digitais que possibilitam a interação corporal. O jogo de videogame Wii Fit, objeto desta pesquisa, é um dos jogos que tem como principal objetivo incentivar a prática de atividades físicas moderadas e promoção da saúde de maneira lúdica. Esta dissertação apresenta uma análise sobre como os usuários do jogo de videogame Wii Fit acionam sobre si mesmos, põem em circulação e compartilham os preceitos de vida saudável veiculados pelo jogo. O trabalho apresenta uma revisão de literatura sobre os videogames, mostrando como seus mecanismos de interação evoluíram até chegarmos ao estado atual, no qual os jogadores podem interagir com os jogos a partir de movimentos corporais amplos. Os referenciais teóricos sobre estilo de vida saudável também são apresentados, com o objetivo de melhor compreender de que modo o jogo Wii Fit se enquadra nestes preceitos. A pesquisa realizada se baseou na netnografia para analisar o jogo Wii Fit como um artefato cultural e avaliar como a sua utilização está influenciando a vida dos usuários frente às propostas de estilo de vida saudável. Três comunidades virtuais dentro da rede social Facebook foram pesquisadas, buscando relatos sobre as percepções dos usuários quanto à influência do jogo em suas práticas de atividade física e manutenção de hábitos salutares. As análises realizadas sobre estes relatos são aqui apresentadas, mostrando que o jogo Wii Fit não apenas promove a prática de atividades físicas regulares, mas também permite conscientizar seus usuários quanto à melhoria da qualidade de vida. A partir da realização desta pesquisa foi possível observar que o jogo de videogame Wii Fit se tornou um marco na evolução dos videogames e nas relações humano/máquina, firmando-se como uma sucursal em potencial do estilo de vida saudável. / Video games, one of the most powerful sectors to the entertainment industry, has also been influencing the area of Physical Education through new digital artifacts which enable body interaction. Wii Fit, subject of this research, is one of these games, having as its main goal to motivate users to practice physical activities and to promote health in a fun way. This dissertation presents an analysis on how the users of Wii Fit actionate on themselves, socialize and share the precepts of healthy life proposed by the game. This work presents a literature review about videogames, showing how their interaction mechanisms evolved to the point where we are nowadays, where players can interact with the games through their body movements. The theoretical background on healthy lifestyle is also presented, with the goal of better understanding how Wii Fit may be related to these concepts. The research carried out was based on a virtual ethnographic study to analyse the Wii Fit game as a cultural artifact and evaluate how its use has influenced its users’ lives, according to the proposals of healthy lifestyle. Three virtual communities in the social network Facebook were researched, looking for testimonies about the users’ perceptions about the games’ influence in their physical activity practice and healthy habits maintenance. The analyses made about these testimonies are presented here, showing that the game Wii Fit does not only promote the regular practice of physical activities, as it makes its users aware of their quality of life improvement. From this research it was observed that the Wii Fit game has become a landmark in the evolution of video games and in human/machine interaction, establishing itself as a potential branch of the healthy lifestyle.
13

Wii fit : um videogame do estilo de vida saudável

Finco, Mateus David January 2010 (has links)
Os videogames, uma das mais fortes correntes da indústria do entretenimento, têm também influenciado a área da Educação Física através de novos artefatos digitais que possibilitam a interação corporal. O jogo de videogame Wii Fit, objeto desta pesquisa, é um dos jogos que tem como principal objetivo incentivar a prática de atividades físicas moderadas e promoção da saúde de maneira lúdica. Esta dissertação apresenta uma análise sobre como os usuários do jogo de videogame Wii Fit acionam sobre si mesmos, põem em circulação e compartilham os preceitos de vida saudável veiculados pelo jogo. O trabalho apresenta uma revisão de literatura sobre os videogames, mostrando como seus mecanismos de interação evoluíram até chegarmos ao estado atual, no qual os jogadores podem interagir com os jogos a partir de movimentos corporais amplos. Os referenciais teóricos sobre estilo de vida saudável também são apresentados, com o objetivo de melhor compreender de que modo o jogo Wii Fit se enquadra nestes preceitos. A pesquisa realizada se baseou na netnografia para analisar o jogo Wii Fit como um artefato cultural e avaliar como a sua utilização está influenciando a vida dos usuários frente às propostas de estilo de vida saudável. Três comunidades virtuais dentro da rede social Facebook foram pesquisadas, buscando relatos sobre as percepções dos usuários quanto à influência do jogo em suas práticas de atividade física e manutenção de hábitos salutares. As análises realizadas sobre estes relatos são aqui apresentadas, mostrando que o jogo Wii Fit não apenas promove a prática de atividades físicas regulares, mas também permite conscientizar seus usuários quanto à melhoria da qualidade de vida. A partir da realização desta pesquisa foi possível observar que o jogo de videogame Wii Fit se tornou um marco na evolução dos videogames e nas relações humano/máquina, firmando-se como uma sucursal em potencial do estilo de vida saudável. / Video games, one of the most powerful sectors to the entertainment industry, has also been influencing the area of Physical Education through new digital artifacts which enable body interaction. Wii Fit, subject of this research, is one of these games, having as its main goal to motivate users to practice physical activities and to promote health in a fun way. This dissertation presents an analysis on how the users of Wii Fit actionate on themselves, socialize and share the precepts of healthy life proposed by the game. This work presents a literature review about videogames, showing how their interaction mechanisms evolved to the point where we are nowadays, where players can interact with the games through their body movements. The theoretical background on healthy lifestyle is also presented, with the goal of better understanding how Wii Fit may be related to these concepts. The research carried out was based on a virtual ethnographic study to analyse the Wii Fit game as a cultural artifact and evaluate how its use has influenced its users’ lives, according to the proposals of healthy lifestyle. Three virtual communities in the social network Facebook were researched, looking for testimonies about the users’ perceptions about the games’ influence in their physical activity practice and healthy habits maintenance. The analyses made about these testimonies are presented here, showing that the game Wii Fit does not only promote the regular practice of physical activities, as it makes its users aware of their quality of life improvement. From this research it was observed that the Wii Fit game has become a landmark in the evolution of video games and in human/machine interaction, establishing itself as a potential branch of the healthy lifestyle.
14

Wii fit : um videogame do estilo de vida saudável

Finco, Mateus David January 2010 (has links)
Os videogames, uma das mais fortes correntes da indústria do entretenimento, têm também influenciado a área da Educação Física através de novos artefatos digitais que possibilitam a interação corporal. O jogo de videogame Wii Fit, objeto desta pesquisa, é um dos jogos que tem como principal objetivo incentivar a prática de atividades físicas moderadas e promoção da saúde de maneira lúdica. Esta dissertação apresenta uma análise sobre como os usuários do jogo de videogame Wii Fit acionam sobre si mesmos, põem em circulação e compartilham os preceitos de vida saudável veiculados pelo jogo. O trabalho apresenta uma revisão de literatura sobre os videogames, mostrando como seus mecanismos de interação evoluíram até chegarmos ao estado atual, no qual os jogadores podem interagir com os jogos a partir de movimentos corporais amplos. Os referenciais teóricos sobre estilo de vida saudável também são apresentados, com o objetivo de melhor compreender de que modo o jogo Wii Fit se enquadra nestes preceitos. A pesquisa realizada se baseou na netnografia para analisar o jogo Wii Fit como um artefato cultural e avaliar como a sua utilização está influenciando a vida dos usuários frente às propostas de estilo de vida saudável. Três comunidades virtuais dentro da rede social Facebook foram pesquisadas, buscando relatos sobre as percepções dos usuários quanto à influência do jogo em suas práticas de atividade física e manutenção de hábitos salutares. As análises realizadas sobre estes relatos são aqui apresentadas, mostrando que o jogo Wii Fit não apenas promove a prática de atividades físicas regulares, mas também permite conscientizar seus usuários quanto à melhoria da qualidade de vida. A partir da realização desta pesquisa foi possível observar que o jogo de videogame Wii Fit se tornou um marco na evolução dos videogames e nas relações humano/máquina, firmando-se como uma sucursal em potencial do estilo de vida saudável. / Video games, one of the most powerful sectors to the entertainment industry, has also been influencing the area of Physical Education through new digital artifacts which enable body interaction. Wii Fit, subject of this research, is one of these games, having as its main goal to motivate users to practice physical activities and to promote health in a fun way. This dissertation presents an analysis on how the users of Wii Fit actionate on themselves, socialize and share the precepts of healthy life proposed by the game. This work presents a literature review about videogames, showing how their interaction mechanisms evolved to the point where we are nowadays, where players can interact with the games through their body movements. The theoretical background on healthy lifestyle is also presented, with the goal of better understanding how Wii Fit may be related to these concepts. The research carried out was based on a virtual ethnographic study to analyse the Wii Fit game as a cultural artifact and evaluate how its use has influenced its users’ lives, according to the proposals of healthy lifestyle. Three virtual communities in the social network Facebook were researched, looking for testimonies about the users’ perceptions about the games’ influence in their physical activity practice and healthy habits maintenance. The analyses made about these testimonies are presented here, showing that the game Wii Fit does not only promote the regular practice of physical activities, as it makes its users aware of their quality of life improvement. From this research it was observed that the Wii Fit game has become a landmark in the evolution of video games and in human/machine interaction, establishing itself as a potential branch of the healthy lifestyle.
15

Exploring the Relationship of Healthy Lifestyle Characteristics with Food Behaviors of Low-Income, Food Insecure Women in the United States (US)

Wollard, Kimberly Ann 01 July 2016 (has links)
Using data from the National Health and Nutrition Examination Survey (NHANES) self-reported surveys from 2007-2012, this research explored the relationship between four healthy lifestyle characteristics - healthy weight, adequate daily fruit and vegetable intake, regular moderate to vigorous physical activity and not smoking - with food behaviors of low-income, food insecure women. The study examined three specific food behaviors (the use of SNAP, consumption of fast foods, and the utilization of community emergency food programs) to determine if these behaviors had a significant impact on low-income, food insecure women to follow healthy lifestyle characteristics. A secondary data analysis was conducted using binary logistic regression for the analysis. The study sample included low-income, food insecure women ages 18 and above. Once missing data were removed, the total sample size was 589. Results of this study indicate there are no significant relationships between adherence to two or more of the four healthy lifestyle characteristics with: (1) the use of SNAP, (2) the consumption of fast foods or (3) the utilization of community emergency food programs. This study illustrates the importance of understanding the food behaviors of low-income, food insecure woman in order to aid in the prevention of diseases caused by obesity. Although the research results from this study were not significant, it was clearly demonstrated that most Americans do not adhere to the four healthy lifestyle characteristics. The implications of this research enable social workers and other health professionals to understand how food behaviors may be a key factor in reducing or eliminating food insecurity and obesity of low-income, food insecure women in the US.
16

Tienda de Conveniencia Eco amigable de productos orgánicos y saludables "Qhali Store" / Eco-friendly convenience store for organic and healthy products "Qhali Store"

Carranza Rojas, Franco Alfredo, Chavez Tirado, Gabriel Fernando, Dorador Macera, Ricardo Martin, Ore Alvarado, Juan Carlos 13 July 2020 (has links)
El objetivo de este trabajo de investigación es demostrar la viabilidad, rentabilidad y durabilidad del proyecto desarrollando una tienda de conveniencia eco amigable de productos orgánicos y saludables – QHALI STORE. Tienda que satisface la preocupación por el cuidado de la salud, bienestar y estilo de vida que viene en tendencia creciente en el país. Se presenta la oportunidad de atender esta necesidad, mediante la intermediación de productos orgánicos de alta calidad, y productos que cuentan con poco alcance o cobertura de mercado en la ciudad de Lima. Estos productos, aportan grandes beneficios al cuerpo humano y al medio ambiente. La investigación del presente estudio, empleo una metodología cualitativa y cuantitativa a través de encuestas, que concluye en una necesidad de mercado desatendida y con mucho potencial de crecimiento. Qhali emplea canales digitales como las redes sociales o páginas web para llegar y conectar con su público objetivo el cual inicialmente está conformado por un sector de la zona 7 de Lima Metropolitana donde se encuentra la mayor población de consumidores con un estilo de vida saludable. Para lograr captar mayores ingresos e incrementar las transacciones, se contará con 2 canales de venta, como son, visita en tienda física (tienda de conveniencia), compras web o compras a través de redes sociales, en donde destacara la participación del delivery. Para finalizar se realizó un estudio de factibilidad del proyecto en donde se demuestra su viabilidad en las áreas comerciales y financiera. Con una inversión de 106,175.00 soles, financiados con un 50% con aporte de los accionistas y un 50% financiado con un préstamo bancario con un plazo de 5 años, y una tasa de interés de 25%. / The objective of this research work is to demonstrate the viability, profitability and durability of the project by developing an eco-friendly convenience store for organic and healthy products - QHALI STORE. Store that satisfies the concern for health care, well-being and lifestyle that is growing in the country. The opportunity to meet this market need is presented, through developing a retail store (convenience store) of high-quality organic products, and products that have little scope or market coverage in the city of Lima. These products provide great benefits to the human body and the environment. The research of the present study used a qualitative and quantitative methodology through surveys, which concludes in an unattended market need with great potential for growth. Qhali Store will use digital marketing channels such as social networks or web pages to reach and connect with its target audience, which is initially made up of a sector of Zone 7 of Metropolitan Lima where the largest population of consumers with a healthy lifestyle is found. In order to capture more income and increase transactions, there will be 2 sales channels, such as visits to a physical store (convenience store), web purchases or purchases through social networks, where the participation of delivery stands out. Finally, a feasibility study of the project was carried out, demonstrating its viability in the commercial and financial areas. With an investment of 106,175.00 soles, financed with 50% with a contribution from the shareholders and 50% financed with a bank loan with a term of 5 years, and an interest rate of 25%. / Trabajo de investigación
17

Yogurt Life Fit

Alcántara Hernández , Madelin Mercedes, Angeles Cabrera, Yessibel Guadalupe, Casallo Villanueva, Luis Enrique, Pinto Arias, Andrea Paola, Prado Valdivia, Astrid Juliet 10 July 2020 (has links)
En la actualidad, los consumidores de todo el mundo enfrentan un desafío por una creciente tendencia de consumo de productos saludables, los cuales muchas veces no cumplen con las expectativas por parte de estos consumidores. Por ello, una solución innovadora en el ámbito de productos alimentarios, que ofrezca un sabor agradable y tenga todos los beneficios necesarios para llevar una vida saludable, resulta altamente atractiva. En el presente trabajo se busca determinar la viabilidad de un producto natural resultante de la mezcla de yogurt natural con tres ingredientes principales: café, cacao y mix de frutos secos. Este producto se encuentra dirigido específicamente a un grupo de personas con la característica principal que tengan diabetes o aquellos que llevan una vida saludable. Este proyecto pretende ofrecer un producto de calidad superior que conecte los gustos de este público objetivo con los altos beneficios para la salud que estos consumidores requieren. Para ello, se ha realizado un proceso de ideación, desarrollo del modelo de negocio, tomando en consideración la problemática de este segmento de consumidores y una solución que aporte un valor diferencial. Se desarrollaron los planes y presupuestos requeridos por el negocio, los cuales son: Estratégico, Operativo, Recusos Humanos, Marketing, Responsabilidad Social Empresarial, Estados Financieros Proyectados. Por último, se realizan conclusiones generales para el presente proyecto y el resultando potencial que tendria el mismo una vez se realice la implementación. Además, se destaca el valor que este genera para futuros inversionistas. / Today, consumers around the world are challenged by a growing trend of healthy product consumption, which often does not meet the expectations of these consumers. That is why an innovative solution in the field of food products, which offers a pleasant taste and provides all the benefits necessary for a healthy lifestyle, is highly attractive. The present work seeks to determine the viability of a natural product resulting from the mixture of natural yogurt with three main ingredients: coffee, cacao and mixed nuts. This product is specifically aimed at a group of people with the main characteristic of diabetes or those who have a healthy lifestyle. This project aims to offer a superior quality product that connects the tastes of this target group with the high health benefits that these consumers require. To achieve this, a process of ideation, development of the business model has been carried out, taking into consideration the problems of this consumer segment and a solution that provides a differential value. The plans and budgets required for the business were developed, which are Strategic, Operational, Human Resources, Marketing, Corporate Social Responsibility, Projected Financial Statements. Finally, general conclusions were drawn for the present project and the potential it would have once it is implemented. In addition, the value the business project generates for future investors is highlighted. / Trabajo de investigación
18

A School-Based Intervention’s Impact on Children’s Knowledge and Self-Efficacy Related to Physical Activity and Nutrition: A Pilot Study

Jenkins, Katherine Turley 01 May 2014 (has links) (PDF)
Childhood obesity has become epidemic in the United States. One of the best places to combat this problem is within the school system. The purpose of this study was to examine changes in exercise self-efficacy, science interest, and science knowledge of children who participated in a school-based anatomy and healthy lifestyle intervention called Anatomy Academy. In this pilot study, 212 study participants were recruited from 5th and 6th grade children enrolled in one of three charter schools who participated in our 7-week intervention, Anatomy Academy. Children completed four questionnaires pre and post intervention: (1) a science knowledge questionnaire, (2) a science interest questionnaire, (3) an exercise self-efficacy questionnaire, and (4) a demographic questionnaire. A statistically significant difference was found in participants’ pre and post test scores on the science knowledge questionnaire. Anatomy Academy was well received by children, parents, and faculty and provides helpful curriculum for science and physical education classes.
19

Evaluation of an Afterschool Obesity Prevention Program: Children's Healthy Eating and Exercise Program

Dai, Chia-Liang 12 September 2014 (has links)
No description available.
20

MEASURING HEALTH BEHAVIOR CHANGE

KELLY, CYNTHIA WEEKS 03 December 2001 (has links)
No description available.

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