A defici棚ncia de ferro afeta bilh探es de pessoas e causa problemas de sa炭de e comprometimento cognitivo. Isso tem consequ棚ncias econ担micas graves, com pa鱈ses perdendo at辿 4% do PIB devido perda de produtividade causada pela anemia. Suplementos de ferro seguros e eficazes podem ajudar a combater esse problema.
This document discusses an ethnographic study examining how health information provided by community cardiac nurses is incorporated into the daily lives of coronary families. It addresses the challenges of health promotion and whether nurses can reasonably expect changes in patient health behaviors. The author conducted an ethnography of five coronary families to explore their health beliefs, behaviors, and lifestyles in their domestic setting. The paper considers the advantages and difficulties of using ethnography in a health care context and emphasizes the need for rigor and addressing issues of reliability, validity, and researcher bias.
Greenesign it!速 app is a powerful educational and brainstorming tool designed to help you increase your knowledge and boost your creativity in developing sustainable products/services. It is based on the Life Cycle thinking approach in design, which is a unique way of addressing environmental problems from a systems or holistic perspective. In this way of thinking, a product or service system is evaluated or designed with the goal of reducing potential environmental impacts over its entire life cycle. This set of virtual cards features 47 innovative eco-design strategies and solutions that are used for effective and efficient development of sustainable products and services. You can simply browse the cards and use them as an inspiration in your everyday work or in the form of a Grenesign it!速 game. Playing game enables you to in an inspirational, fun and entertaining atmosphere deliver workshops, teambuilding and coaching sessions. Its suitable for designers, engineers, entrepreneurs, innovators, NGOs, product developers - for all open-minded people committed to bringing something new and different that is beneficial for their lives, their businesses, and the world in general.
While designing cards we kept in mind that sustainable products and services need to provide additional value to customers and society, so they integrate 3 fundamental approaches:
1. revive your product design according to eco-design principles
2. accelerate sustainability
3. impress your customers with the value your product/service provides.
Following these approaches, Greenesign it!速 card deck (consisting of 47 cards), is organized in three categories: revive!, accelerate! and impress! cards.
The cards can be also used for business innovation, organizational issues and strategy refinement.
Buy and use Greenesign it!速 app to inspire your creativity and add value through your innovation.
Please, share with us what you learn at mtodogreen@gmail.com
ALL APP PURCHASERS QUALIFY TO ATTEND A FREE TRAINING WEBINAR (150 Euros VALUE)
The teacher introduced an online environmental simulation game called Electrocity to their class to supplement their integrated studies topic on waste and recycling. The students were tasked with playing the game multiple times and writing a report on what they learned. Most students were highly engaged with the game and commented that it taught them about running a city and the environment in an enjoyable way. A few students did not find it educational. The teacher concluded that educational games can be effective at motivating students to learn, especially when there is an element of competition, if implemented properly.
This document discusses an ethnographic study examining how health information provided by community cardiac nurses is incorporated into the daily lives of coronary families. It addresses the challenges of health promotion and whether nurses can reasonably expect changes in patient health behaviors. The author conducted an ethnography of five coronary families to explore their health beliefs, behaviors, and lifestyles in their domestic setting. The paper considers the advantages and difficulties of using ethnography in a health care context and emphasizes the need for rigor and addressing issues of reliability, validity, and researcher bias.
Greenesign it!速 app is a powerful educational and brainstorming tool designed to help you increase your knowledge and boost your creativity in developing sustainable products/services. It is based on the Life Cycle thinking approach in design, which is a unique way of addressing environmental problems from a systems or holistic perspective. In this way of thinking, a product or service system is evaluated or designed with the goal of reducing potential environmental impacts over its entire life cycle. This set of virtual cards features 47 innovative eco-design strategies and solutions that are used for effective and efficient development of sustainable products and services. You can simply browse the cards and use them as an inspiration in your everyday work or in the form of a Grenesign it!速 game. Playing game enables you to in an inspirational, fun and entertaining atmosphere deliver workshops, teambuilding and coaching sessions. Its suitable for designers, engineers, entrepreneurs, innovators, NGOs, product developers - for all open-minded people committed to bringing something new and different that is beneficial for their lives, their businesses, and the world in general.
While designing cards we kept in mind that sustainable products and services need to provide additional value to customers and society, so they integrate 3 fundamental approaches:
1. revive your product design according to eco-design principles
2. accelerate sustainability
3. impress your customers with the value your product/service provides.
Following these approaches, Greenesign it!速 card deck (consisting of 47 cards), is organized in three categories: revive!, accelerate! and impress! cards.
The cards can be also used for business innovation, organizational issues and strategy refinement.
Buy and use Greenesign it!速 app to inspire your creativity and add value through your innovation.
Please, share with us what you learn at mtodogreen@gmail.com
ALL APP PURCHASERS QUALIFY TO ATTEND A FREE TRAINING WEBINAR (150 Euros VALUE)
The teacher introduced an online environmental simulation game called Electrocity to their class to supplement their integrated studies topic on waste and recycling. The students were tasked with playing the game multiple times and writing a report on what they learned. Most students were highly engaged with the game and commented that it taught them about running a city and the environment in an enjoyable way. A few students did not find it educational. The teacher concluded that educational games can be effective at motivating students to learn, especially when there is an element of competition, if implemented properly.