Mostrando 381 - 399 Resultados de 399 Para Buscar 'Game Freak~', tiempo de consulta: 2.27s Limitar resultados
  1. 381
    “…Seventy-two international women’s basketball games were analysed, where features such as ball trajectory, possession time and possession outcome were recorded. …”
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  2. 382
    por Höglinger, Marc, Jann, Ben
    Publicado 2018
    “…Social desirability and the fear of sanctions can deter survey respondents from responding truthfully to sensitive questions. …”
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  3. 383
    “…RESULTS: We identified 15 topics grouped into the following 4 themes: (1) personal issue, (2) breaking news, (3) politics, and (4) conspiracy and humor. …”
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  4. 384
    “…Nurses reported regularly (sometimes, often, or always) sending personal emails and text messages (38.6%, 318/825), reading news (25.7%, 212/825), checking/posting on social networking sites (20.8%, 172/825), shopping (9.6%, 79/825), and playing games (6.5%, 54/825) while working. …”
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  5. 385
    “…MED4Youth’s main objective is to strengthen the link between the Mediterranean Diet (MD) and the health benefits against youth obesity and associated cardiovascular disease (CVD) risk factors, identifying positive effects exerted by an MD including sourdough bread and healthy products from the Mediterranean basis (chickpeas/hummus, nuts, and pomegranate juice). …”
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  6. 386
  7. 387
    “…Gamification, the application of gaming elements to increase enjoyment and engagement, has the potential to improve the effectiveness of digital health interventions, while the effectiveness of competition gamification components remains poorly understood on residency. …”
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  8. 388
    “…An inductive thematic analysis approach was employed. Areas of agreement and range of responses in code reports were summarized. …”
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  9. 389
    “…Virtual reality is a computer-generated simulation of a real or imaginary three-dimensional environment that has entered our lives, particularly for gaming. …”
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  10. 390
    “…This simulated experience can be similar to or completely different from the real world. Applications of virtual reality are expanding and no longer just include entertainment via video games. …”
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  11. 391
    “…Within the 18-week intervention, physical activity and sedentary behaviour will be targeted in the preschool through environmental changes to the classroom, physical activity sessions and movement breaks. Parents will receive home activity packs every 3 weeks containing sticker incentives and interactive parent–child games that target sedentary behaviour, physical activity, eating/snacking and water consumption. …”
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    Online Artículo Texto
  12. 392
    “…Finishing positions and times of 1,086 performances at the Olympic Games and IAAF World Championships between 1999 and 2017 were obtained. …”
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  13. 393
    “…French academies almost all implement reactivity drills and small-sided games (SSG) the day preceding a match (MD-1). The present study aimed to determine the physical impact of different training durations on MD-1 on the subsequent matchday performance (MD). …”
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  14. 394
  15. 395
    “…Strategies that students used to cope with the pandemic included watching shows, listening to music, or playing video games (69.01%), sleeping (56.70%), taking breaks (51.65%), and connecting with friends (52.31%) or family (51.21%). …”
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  16. 396
    “…CONCLUSIONS: The findings suggest that school-based PA (Physical Education lessons, PA during short breaks and longer recesses, PA at after-school nursery) in compatible active environments (child-friendly gym and school playground, corridors with movement and playing around corners and for games) has a vital role in obesity and overweight reduction among younger pupils.…”
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  17. 397
    por Lee, Jae Yeon, Jun, Nuri, Baik, Inkyung
    Publicado 2013
    “…Screen time was defined as the time spent watching TV, using a computer, or playing video games was calculated as a sum of all these times. …”
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  18. 398
    “…The majority consumed maize porridge (56.1%), bread (63.8%) and margarine/oil/fat (82.3%) daily and added sugar to their food (74.2%). …”
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  19. 399
    “…RESULTS: Of the 1268 respondents (8.57% response rate), only 5.65% (70/1237) never used their personal communication device at work (excluding lunch and breaks). Respondents self-reported using their personal communication devices at work for work-related activities including checking or sending text messages or emails to health care team members (29.02%, 363/1251), as a calculator (25.34%, 316/1247), and to access work-related medical information (20.13%, 251/1247). …”
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