A paper "Cognitive Training: Brain Game Apps" reports that the qualitative aspect would focus on the general change or improvement in the life of the patients, their caregivers, families and the society at large of the mild cognitive impairment patients before…
The quantitative aspect would focus on the numerical of improvement or otherwise effect due to the stimuli that would be introduced in the form of the brain game apps. For instance, what percentage of a percentage of patients recovered fully or showed maximum change and improvements, what percentage did not show any signs of changes amongst any other aspects. In principle, this study would be exploratory in nature without any static hypothesis. Conventionally, exploratory research approaches do not require hypotheses and this study would not be an exception. Instead, it would operate within the guiding frameworks of considering the actual impact or effect that brain game apps have on mild cognitive impairment. These are the direct participants of the research whose opinion and input would be valuable to help the research process infer the findings. To begin with, the caregivers of the patients with mild cognitive impairment would be the primary respondents. The virtue of their position as caregivers qualifies them since they are the people who monitor the progress and any changes that may accrue in the lives of the patients. In rhetoric sense and aspect, they would detail and explain or contextualize the infinite small changes or improvements in their lives due to the stimuli of brain game apps. Secondly, the families of the patients such as brothers, spouses would also gauge the changes or impact in the quality of life relative to the stimuli (Cherniack, 2011)., ...
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Video Games: A Boon When In Good Hands.
Media is one of the most influential aspects of human life. It has a strong hold on people’s thoughts, decision making and behavior pattern. Especially, young people are affected and influenced by media to a great extent.
Therefore, this report purposely tackled related theories and model on how the brain functions. As part of discussing the brain functioning, explanations related to anatomy and physiology, neuroscience, and neuroplasticity considered for this purpose. Since 1980s, e-learning or the use of information and computer technologies in teaching and learning has dramatically evolved throughout the past few years.
Concussion is a form of TBI and CDC (2010) states that it is caused by a blow, jolt, or a bump to the head. It can also occur from a blow to the body or from a fall, that leads to quick back and forth movement of the brain and the head (CDC, 2010). The National Conference of State Legislatures (NCSL, 2011) defines TBI as an interruption of the normal brain functioning due to a jolt, bump, blow, or a penetrating head injury.
Living organisms always develop but the amount of change can either be easily noticed or not realized throughout the lifespan (Santrock, 2006). Moreover, development has been found to be linked (but not reliant) to age and as one gets older in age, then the rate of development can either be fast or slow.
AD is a neurodegenerative disease that starts in the temporal lobe leading to memory deficits (Alafuzoff et al., 2008). The pathology soon spreads to other parts of the brain leading to dementia. Dementia is the loss of cognitive abilities in various domains, leading to impairment in activities of daily living and the loss of independence (American Psychiatric Association [DSM-IV-TR], 2000).
Moreover, development has been found to be linked (but not reliant) to age and as one gets older in age, then the rate of development can either be fast or slow. This also depends on the individual in question when holding
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tcomes without much output from the interface and the current interactive game designs I am able to appreciate the contribution of haptic feedback in design of user interfaces.
I have also used a Samsung galaxy Smartphone for quite some time and I have experienced the
etc.), but at the same time, gamers were also experiencing a negative impact the process was making on their physical and mental health, and on their socialization, requiring from professionals to give a definition of observed effect. Nowadays, a video game overuse hasn’t
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