Physical Activity

Avaliação do programa de promoção da atividade física Academia da Cidade de Recife, Pernambuco, Brasil: percepções de usuários e não-usuários

Program Evaluation / Health Promotion / Community-Based Mental Health Services / Physical Activity / Brazil / Adolescent / Humans / Female / Male / Young Adult / Exercise / Middle Aged / Adult / Boolean Satisfiability / Cross Sectional Studies / Self Rated Health / Leisure Activities / Adolescent / Humans / Female / Male / Young Adult / Exercise / Middle Aged / Adult / Boolean Satisfiability / Cross Sectional Studies / Self Rated Health / Leisure Activities

Avaliação do programa de promoção da atividade física Academia da Cidade de Recife, Pernambuco, Brasil: percepções de usuários e não-usuários

Program Evaluation / Health Promotion / Community-Based Mental Health Services / Physical Activity / Brazil / Adolescent / Humans / Female / Male / Young Adult / Exercise / Middle Aged / Adult / Boolean Satisfiability / Cross Sectional Studies / Self Rated Health / Leisure Activities / Adolescent / Humans / Female / Male / Young Adult / Exercise / Middle Aged / Adult / Boolean Satisfiability / Cross Sectional Studies / Self Rated Health / Leisure Activities

Atividade física e percepção do ambiente em idosos: estudo populacional em Florianópolis

Perception / Health Promotion / Physical Activity / Brazil / Humans / Female / Male / Aged / Middle Aged / Questionnaires / Public health systems and services research / Cross Sectional Studies / Environment / Leisure Activities / Health services for the aged / Motor activity / Socioeconomic Factors / Female / Male / Aged / Middle Aged / Questionnaires / Public health systems and services research / Cross Sectional Studies / Environment / Leisure Activities / Health services for the aged / Motor activity / Socioeconomic Factors

Assessing Physical Activity in Public Parks in Brazil Using Systematic Observation

Program Evaluation / Health Promotion / Research Design / Evaluation / Physical Activity / Brazil / Public Health / Health Services Research / Adolescent / Urban Health / Observation / Humans / Child / Public / RECREATION / Female / Male / Exercise / Data Collection / Aged / Middle Aged / Observer Variation / Adult / Time Factors / Physical Exercise / Public Facilities / Brazil / Public Health / Health Services Research / Adolescent / Urban Health / Observation / Humans / Child / Public / RECREATION / Female / Male / Exercise / Data Collection / Aged / Middle Aged / Observer Variation / Adult / Time Factors / Physical Exercise / Public Facilities

Assessing Physical Activity in Public Parks in Brazil Using Systematic Observation

Program Evaluation / Health Promotion / Research Design / Evaluation / Physical Activity / Brazil / Public Health / Health Services Research / Adolescent / Urban Health / Observation / Humans / Child / Public / RECREATION / Female / Male / Exercise / Data Collection / Aged / Middle Aged / Observer Variation / Adult / Time Factors / Physical Exercise / Public Facilities / Brazil / Public Health / Health Services Research / Adolescent / Urban Health / Observation / Humans / Child / Public / RECREATION / Female / Male / Exercise / Data Collection / Aged / Middle Aged / Observer Variation / Adult / Time Factors / Physical Exercise / Public Facilities

Professor Tanda

Information Systems / Cognitive Psychology / Computer Science / Human Computer Interaction / Information Technology / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer

ATENDIMENTO AO PACIENTE DIABÉTICO UTILIZANDO O PROTOCOLO STAGED DIABETES MANAGEMENT: RELATO DE EXPERIÊNCIA Care for diabetes patients using the Staged Diabetes Management protocol: an experience report

Physical Activity / Physics Education / Arterial hypertension / Patient education / Diabetes mellitus / Nursing Education / Patient Care Team / Managed care / World Health Organization / Metabolic control / Nursing Education / Patient Care Team / Managed care / World Health Organization / Metabolic control

Uma análise entre índices pressóricos, obesidade e capacidade cardiorrespiratória em escolares

Epidemiology / Youth Studies / Obesity / Life Style / Physical Activity / Brazil / Childhood Obesity / Adolescent / Physical Education / Youth / Health and Fitness / Humans / Child / Hypertension / Female / Male / Risk factors / Sex Factors / Cardiovascular Diseases / Risk Factors / Cross Sectional Studies / Arquivos brasileiros / Brazil / Childhood Obesity / Adolescent / Physical Education / Youth / Health and Fitness / Humans / Child / Hypertension / Female / Male / Risk factors / Sex Factors / Cardiovascular Diseases / Risk Factors / Cross Sectional Studies / Arquivos brasileiros

Actividade Física E Práticas De Lazer Em Adolescentes

Physical Activity / Gender Relations / Leisure Activities

Predicting Older Australians\' LeisureTime Physical Activity

Aging / Physical Activity / Independent Living / Older people / Leisure Time Physical Activty / Public health systems and services research / Physical Environment / Older Adult / Public health systems and services research / Physical Environment / Older Adult

Does Prior Acute Exercise Affect Postexercise Substrate Oxidation In Response to a High Carbohydrate Meal?

Physiology / Nutrition and Dietetics / Nutrition / Physical Activity / Blood sampling / Lipid Oxidation / Fat oxidation / Net Energy / Gas Exchange / Lipid Oxidation / Fat oxidation / Net Energy / Gas Exchange

Does prior acute exercise affect postexercise substrate oxidation in response to a high carbohydrate meal?

Physiology / Nutrition and Dietetics / Nutrition / Physical Activity / Blood sampling / Lipid Oxidation / Fat oxidation / Net Energy / Gas Exchange / Lipid Oxidation / Fat oxidation / Net Energy / Gas Exchange

Domínio Físico da Qualidade de Vida entre Adolescentes: Associação com Atividade Física e Sexo

Sexuality / Quality of life / Physical Activity / Adolescent / Humans / Female / Male / Young Adult / Alcohol Consumption / Body mass index (BMI) / Motor activity / Female / Male / Young Adult / Alcohol Consumption / Body mass index (BMI) / Motor activity
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