Showing posts with label implementation. Show all posts
Showing posts with label implementation. Show all posts

Saturday, 28 August 2010

Active Gaming: Oh, You Mean the Wii?

PE Central recently launched their active gaming website and http://pecactivegaming.blogspot.com/. The below article was posted in order to provide a brief description of active gaming and its intended, appropriate use in the physical education classroom:

I cannot tell you how many conversations I have had with individuals discussing active gaming when they say something similar to, "Oh, you mean like the Nintendo Wii?” While my answer is "yes", it has become more and more frustrating to realize that superb marketing of a popular brand has really conditioned many minds to not properly understand active gaming. Active gaming is more than just the Wii...much more!

Active gaming is an umbrella term with a modern concept of combining technology + games + physical activity. Exergaming is also a popular term associated with active gaming that some refer to as "active" video game play. Yes, Nintendo Wii is an active game; but, so are a variety of virtual bikes, rhythmic dance games (dance dance revolution), martial arts simulators, HopSports, Gamercize, gesture tracking games, other virtual sports games, etc. Simply stated, there are numerous active gaming activities available on the market- commercially and for residential use. Review the "What is active gaming?" section of our website to learn more.

While many physical activity advocates, and maybe I should include traditionalist, view active gaming as a potentially negative tool to be used to promote physical activity; I am not so sure these technology driven physical activities have been given a proper chance to be successful. A large reason for much misconception is due to a lack of knowledge and or negative experiences with the inappropriate implementation of active gaming. Both of which are understandable and will be discussed further on the PEC active gaming website as well as in our blogs.

The question: "What should active gaming really be?" Active gaming should be a "tool" (in physical education) used to get children physically active while accomplishing learning objectives. Active gaming should not replace traditional physical activities; only accentuate them if that makes sense? A popular facet of active gaming is that the children consider the games fun because the technology aligns with the current generation's interests. If they are going to spend time playing video games why not let them choose an active video game? So I ask you, what is wrong with "fun fitness" if a child will choose to be active playing an active game opposed to a more sedentary behavior? Our goal is to educate children about physical activity in hopes they will become voluntarily active for a lifetime. Active gaming is simply one type of physical activity to help accomplish this goal!

The PE Central Website is intended to assist physical education teachers with implementing active gaming in the classroom using best practices; however, the information provided may be of value to others interested in learning more about this contemporary movement in physical activity.

Tuesday, 1 June 2010

Factors in Exergaming Effectiveness

The buzz surrounding exergaming, also known as active gaming, is undeniable this year. There doesn't seem to be a day going by that products make the news and blogs. I've been involved in exergaming since 2004, so I have been fortunate to see the products come in (and most go out) to give me a wide view on the subject.
Most exergames have something in common, they are all basketballs. Here's a picture of the latest and newest exergame to make the the headlines... cool huh?
Ok, so it might not really be an exergame, but it shares a lot of features with the active gaming products.
  • It can be used to improve health and fitness
  • It has the potential for weight management
  • It can be fun and engaging
  • It has potential for competition
  • It could be used socially
  • It can develop physical skills

However, the basketball, and the exergaming product, while having all this potential, actually do none of the above. Look at the picture below. Now this is achieving all of the above. Do you see how small the basketball actually is in the picture? It's the game that's achieving all of the above, not the ball. The same is true for active gaming products.

Sat on it's own the basketball does nothing. Picked up and used in a game it suddenly becomes the enabler for all the fitness, weight loss, competition, social and skill development objectives. Some exergames are better at providing a start down this path than others, but in essence, it's the implementation of how you use an active gaming product that is the key between successes and failures

Most exergames benefit from programming. That is a set of objectives and a plan on how to meet those objectives by using the equipment. It is about setting tasks to achieve goals. PE teachers regularly write lesson plans to reach the objectives of a curriculum. Each lesson takes one or more aspects to develop and work on.

Some exergames take it upon themselves to implement "programming", but this often fails. An exergame needs to be adaptable to start with to be successful. A rigid pre-prescription for all is never the best solution.

What have we learned? We have learned that exergame products are tools, and the effectiveness in using them obviously depends on their basic attributes, but more so on the way the exergame is being used.

We have learned that the games and enjoyment are a great route to reach goals, and that planning is an important aspect in this. I think 2010 will be the year people will be the focus in exergaming, the implementers will make the headlines, and the products seen in the supporting role.

Adapted from Original post http://gamercize.blogspot.com/2010/01/exergames-are-basketballs.html