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Now showing items 11-14 of 14
The effectiveness of the Foodbot Factory serious game on increasing nutrition knowledge in children
(2021-02-12)
Background: The interactive nature of serious games (i.e., video games designed for educational purposes) enable deeper learning and facilitate behavior change; however, there is limited data on their impact on child ...
Sedentary time and hospitalization in Canada's middle-aged and older adults
(2021-04-01)
Sedentary Time (ST) is a widespread behaviour in all age groups, especially in older adults. It is associated with chronic conditions, falls and poor physical function. Our purpose was to investigate the association between ...
A systematic review of the literature examining the use and application of robots and artificial intelligence for assisted living for persons living with dementia
(2021)
Introduction: This review aims to examine how artificial intelligence (AI) and robotic technologies can enhance quality of life (QOL) outcomes in persons living with dementia (PLD).
Methods: A systematic literature search ...
The social determinants of health related to the increased prevalence and risk of diabetes among South Asians in Canada
(2021-11-01)
There continues to be a high prevalence and risk for diabetes, especially type 2 diabetes (T2D) among South Asians in Canada compared to the general population. Majority of current research continues to take biomedical and ...