you select one type of digital device and a specific age group. You then examine research related to the impact that digital devices have on the physical development of your selected age group.

According to the President’s Council on Fitness, Sports & Nutrition (n.d.), “only one in three children are physically active every day” and at least one contributor is the large number of hours children spend either watching television or playing video games. Recently, video games have been developed that offer physical interaction and activity to encourage more physical activity and develop fine motor skills. There are many other types of digital devices, some of which encourage physical activity and others that encourage relaxing behaviors.

In this Discussion,

To Prepare for this Discussion:

  • Review this week’s Learning Resources related to digital technology and its impact on physical development
  • Consider and select one of the following digital devices:
    • Game consoles
    • Tablets
    • Smartphones
    • Laptops
    • Fitness bands
    • Digital sports cameras (e.g., GoPro)
  • Select one of the following age groups: infants, children, adolescents, adults, older adults.
  • Search the Internet and the Walden Library for at least two articles regarding the positive and negative impacts your selected digital device has on physical development of your selected age group

By Day 4

Post a summary of each of the articles you found. Explain the positive and negative impact your selected digital device has on the physical development of the age group you selected. Use proper APA format and citations.

some readings for question:

 

Cadmus-Bertram, L., Wang, J. B., Patterson, R. E., Newman, V. A., Parker, B. A., & Pierce, J. P. (2013). Web-based self-monitoring for weight loss among overweight/ obese women at increased risk for breast cancer: The HELP pilot study. Psycho-Oncology, 22(8), 1821–1828. DOI: 10.1002/pon.3219
Note: You will access this article from the Walden Library databases.

Calvert, S. L., Staiano, A. E., & Bond, B. J. (2013). Electronic gaming and the obesity crisis. New Directions for Child & Adolescent Development, 2013(139), 51–57. DOI: 10.1002/cad.20031
Note: You will access this article from the Walden Library databases.

Chen, M., Huang, L., Lee, C., Hsieh, C., Lin, Y., Liu, H., & … Lu, W. (2015). A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke. Clinical Rehabilitation, 29(7), 674–682. DOI: 10.1177/02969215514554115
Note: You will access this article from the Walden Library databases.

Hulteen, R. M., Ridgers, N. D., Johnson, T. M., Mellecker, R. R., & Barnett, L. M. (2015). Children’s movement skills when playing active video games. Perceptual & Motor Skills, 121(3), 767–790. DOI: 10.2466/25.10.PMS.121c24x5
Note: You will access this article from the Walden Library databases.

Lamoth, C. C., Caljouw, S. R., & Postema, K. (2011). Active video gaming to improve balance in the elderly. Studies in Health Technology and Informatics, 167, 159–164.
Note: You will access this article from the Walden Library databases.

Soos, I., Biddle, S. H., Ling, J., Hamar, P., Sandor, I., Boros-Balint, I., & … Simonek, J. (2014). Physical activity, sedentary behaviour, use of electronic media, and snacking among youth: An International study. Kinesiology, 46(2), 155–163.
Note: You will access this article from the Walden Library databases.

 
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