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Full-Text Articles in Social and Behavioral Sciences
Upending The Social Ecological Model To Guide Health Promotion Efforts Toward Policy And Environmental Change, Lisa D. Lieberman, Shelley D. Golden, Kenneth R. Mcleroy, Lawrence W. Green, Jo Anne L. Earp
Upending The Social Ecological Model To Guide Health Promotion Efforts Toward Policy And Environmental Change, Lisa D. Lieberman, Shelley D. Golden, Kenneth R. Mcleroy, Lawrence W. Green, Jo Anne L. Earp
Department of Public Health Scholarship and Creative Works
Efforts to change policies and the environments in which people live, work, and play have gained increasing attention over the past several decades. Yet health promotion frameworks that illustrate the complex processes that produce health-enhancing structural changes are limited. Building on the experiences of health educators, community activists, and community-based researchers described in this supplement and elsewhere, as well as several political, social, and behavioral science theories, we propose a new framework to organize our thinking about producing policy, environmental, and other structural changes. We build on the social ecological model, a framework widely employed in public health research and …
The Effect Of Active Video Games On The Heart Rate Of Older Adults, Yeon Bai, Shahla M. Wunderlich, Diane M. Hanel
The Effect Of Active Video Games On The Heart Rate Of Older Adults, Yeon Bai, Shahla M. Wunderlich, Diane M. Hanel
Department of Nutrition and Food Studies Scholarship and Creative Works
Background: Heart rate is used as a health biomarker. This aim of this study was to investigate the effects of playing active video games on the heart rate of older adults, in comparison to the heart rate after common table recreational activity.
Methods: An experimental study with 40 participants was conducted: a control group (n=20) participated in common Pokeno® card games; an experimental group (n=20) played WiiTM bowling. The participants’ pre- and post-activity heart rates were measured and compared between and within groups using t-tests.
Results: The findings signified an 11.9% increase (p
Conclusions: The inclusion of active video games …