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Irene V.

Models of Integral Health | Integral Health Resources - 0 views

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    sistemas y modelos! aunque estan aplicados a la salud, estos modelos siven como para usarlos en otras areas
Irene V.

The Greatist Health and Fitness Manifesto | Greatist - 0 views

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    ejemplo de manifesto
Irene V.

Take Back Your Time - 0 views

  • TAKE BACK YOUR TIME is a major U.S./Canadian initiative to challenge the epidemic of overwork, over-scheduling and time famine that now threatens our health, our families and relationships, our communities and our environment.
Irene V.

Our Co-Owned Future by Gar Alperovitz - YES! Magazine - 0 views

  • From health care to jobs to community development, why the future will be cooperative
    • Irene V.
       
      soloo la frase
Irene V.

Brian Burke - A Member of The Gartner Blog Network - 0 views

  • The gamification of social networking and location based services as exemplified by Foursquare, Gowalla and SCVNGR are probably the most recognizable with badges, mayorships and rewards offered for check-ins.  Game mechanics has also been applied to engage people, change behaviours and innovate in many different fields including innovation management, health, training, employee performance, and even social issues.
  • engage stakeholders, improve performance and drive innovation
  • The gamification of innovation and enterprise architecture is a natural extension of design thinking as it is a human-centric and engaging means of harnessing the power of the collective to drive innovation and change.  I believe that game mechanics are going to have a huge impact on the way organizations engage stakeholders, innovate and evolve, and we are just now on the leading edge of that trend
Irene V.

Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Proc... - 0 views

  • By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes
  • By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70 percent of Global 2000 organizations will have at least one gamified application
  • Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change
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  • The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. The opportunities for businesses are great – from having more engaged customers, to crowdsourcing innovation or improving employee performance.
  • four principal means of driving engagement using gamification: 1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement. 2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals. 3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity. 4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
  • Where games traditionally model the real world, organizations must now take the opportunity for their real world to emulate games," said Mr. Burke. "Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year
Irene V.

Fitocracy | The Fitness Social Network To Level Up In Real Life - 0 views

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    ejemplo
Irene V.

2012 Slow Food Terra Madre - 0 views

  • Slow Food means living a deep, meaningful life
  • beginning at the table
  • interest in the food they eat, where it comes from, how it tastes and how our daily food choices affect the rest of the world.
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  • It has been said that the best revenge is living well
  • simply reconnecting with those roots in today’s world by opposing the industrial standardization of taste and culture, and the unrestrained power of the food industry and industrial agriculture.
  • “Slow Food unites the pleasure of food with responsibility, sustainability and harmony with nature.”
  • The tenants of Slow Food are Good, Clean and Fair. Good simply means a fresh and flavorful seasonal diet that satisfies the senses and is part of our local culture. Clean designates food production and consumption that does not harm the environment, animal welfare or our health. Fair is accessible pricing for consumers and fair conditions and pay for small-scale producers. Farmers Markets, Community Supported Agriculture, local food swaps, community gardens, neighborhood gardens and over the fence backyard garden food trading are all examples of the ideals outlined above.
  • “Foods that Change the World”
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    entonces slow internet....
Irene V.

Program | The New Metrics of Sustainable Business Conference | Sustainable Brands - 0 views

  • In a quest for reliable indicators of individual and organizational well-being, the last few years have seen a surge in research on happiness - its drivers, its relations to material possessions and money, and its impacts on health and work. An increasingly influential global group of economists, psychologists, marketers, designers and government officials are busy refining existing formulas for measuring and predicting happiness. Some leading countries and businesses already publish national happiness statistics in parallel to economic figures for a more complete assessment of prosperity.
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    solo un parrafo de un panel de unas conferencias que vana a haber en londres
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