Showing posts with label physical activity. Show all posts
Showing posts with label physical activity. Show all posts

Tuesday, 19 March 2013

Where is the Education in P.E from Exergaming?

Active Video Gaming uses in Physical Education

I've just spotted a new comment on a Gamercize YouTube video that opens a critisim of exergaming that a lot of active games struggle to answer - where's the education component? The overriding answer to this question is there is none, as the game is just a tool for the PE teacher to use. However - some games give the teacher more to work with.

Here's the video that was commented on:





The comment says "I like the overall idea and objective of this, but how are kids working on fundamental movement skills and such. Sure this is getting heart rates up, but not actually teaching them any skills or ways to stay active throughout their lives."

Yes, Gamercize does raise HR to moderate to vigorous levels, so that's a tick in the box for physical activity, but what of  the skill component? True, Gamercize is not teaching kids how to catch, but we're looking at more advanced kids - the ones that are engaged by video games.

Gamercize in this implementation is being used to teach
  • Sport strategy - seeing the big picture of team interaction and how tactics can be employed
  • Team play - co-operation and communication between teams of 2 to achieve a sports objective
  • Physiology - which muscles are working and how energy is being created for them 

I'm not a PE teacher, so that is just first impression view and I'm sure those more experience in PE will be able to find different modes of implementation that lever the power of engagement into video games to reach lesson objectives!

As for the second part of the question above, kids are like wind-up toys - just give them the opportunity to get moving and give them a start and they'll keep on moving :)

Originally posted at http://gamercize.blogspot.com/2013/03/where-is-education-in-pe-for-exergaming.html

Monday, 8 August 2011

Active Gaming in PE - See it for yourself!

Researchers at the University of South Florida have been conducting studies to better learn how active gaming fits in the physical education classroom as well as the academic classroom. This is an educational video of active gaming and how it relates to the academic and physical education classroom - http://www.youtube.com/watch?v=wBv1LBpHGIM




This video is fun and easy to follow to understand how active gaming can affect a quality physical education curriculum. Notice the students in the video smiling while exercising as well as the teacher's positive comments about how active gaming has motivated her students to enjoy being active.

Originally posted at http://pecactivegaming.blogspot.com/2011/08/active-gaming-in-pe-see-it-for-yourself.html

Monday, 13 June 2011

Console games bring children necessary exercise


Parents’ restrictions can keep children sedentary


According to a Finnish Think Tank (Demos Helsinki) and they say that the game console can be a source of play and physical activity for kids indoors.
They also had these key points in their article outlining the group's findings from their study:
- Children and young people who spend much time playing computer games may actually be getting more exercise than is generally imagined.
- Strong growth is expected in the games encouraging exercise. 
- High-tech games are no longer confined to the indoors. 
- According to the report, children need more encouragement in outdoor games, as enthusiasm for fitness is often sparked through playing and games.


I also found a reference to a Finnish fitness tracking social network site HeiaHeia! 
A fun way to keep fit! Keep track of all your sporty activities and cheer for your friends. 

Other similar sites include Endomondo, Plus 3 Network, and DailyBurn - BurnBot.  If you have other social networking sites to track fitness, nutrition, and more, please let us know. Be sure to also follow the work of Ted Vickey on his research on Social Fitness especially as it relates to social networking.

Saturday, 11 June 2011

Exergames: Interactive Video Games to Boost Fitness

Our Ernie Medina featured in this piece:

A new generation of digital gadgets may soon be as essential for fitness as sneakers.
That was the word from Ernie Medina, Jr., DrPH, a preventive care specialist from Redlands, CA who uses interactive video games—“exergames”—and digital devices to monitor and motivate his sedentary patients. Medina, who calls himself “The Exergaming Evangelist,” gave a rundown on cool new digital tools at the recent Health and Fitness Summit held by the American College of Sports Medicine. Because they’re fun and accessible, Medina says, gadgets and games can “overcome most of the obstacles and excuses that people have about exercise” at any age.

Wednesday, 25 May 2011

TEN at Games for Health 2011 Exergaming Track


Games for Health is always the high point of the exergaming calendar and 2011 in Boston was no exception. The Active Gaming & Exergmaing Track was full of exciting presentations, panels and sessions, most of which featured TEN members.

The Exergame Network presentation has been captured on UStream by Stephen Yang of SUNY Cortland and ExergameLab fame. Here is the TEN presentation with Richard Coshott, Lisa Witherspoon and Brett Young. If you look carefully, you will also spot a Ninja in the build up! Skip ahead to 10 minutes in to see the presentation.



The slides that accompany this video can be found on slideshare, right here...
The Exergame Network is holding a Skype Call this Friday (May 27th) at 11pm GMT, see our Facebook event for more details and check out the event time in your timezone here. In this call we'll be reflecting on Games for Health and attempting a TEN first - to have the first Skype call around the world, from Hawaii, through West and East coast America, Europe, Hong Kong back to the other side of the world in Australia! Don't miss it!

Friday, 31 December 2010

Study: Xbox is better exercise than Wii

Active Gaming Proved To Keep Kids Interested

Two major criticisms of using active gaming for physical activity are the lack of exercise compared to traditional activity and the expectation that kids easily
get fed up with the new way of moving.


Two linked studies in the United Kingdom have tackled these issues head-on by trialling active gaming in a free-play environment. Two schools in the Midlands undertook a medium term study using popular active games compared against free play in the playground.


The effort that the kids expended was converted into “steps” to make the results comparable between the playground and the video games. The initial study, over six weeks used Nintendo Wii Sports active play compared with the baseline of traditional play. The results showed that in week one the Wii was king of the calories, keeping kids 25% more active than the playground.


After the first week, the criticisms of boredom and poor exercise appeared well founded, as Wii exercise floundered to a poor 65% of traditional activity. The study was then repeated, this time using Xbox and Gamercize Power Steppers. The results, unexpectedly, turned the thinking about the shortcomings of active gaming on its head.


For the second data collection, the kids had to keep moving on the Gamercize steppers to power their controllers and play the game, which would pause if they stopped moving. Normal video games are compatible with Gamercize and games such as Lego Star Wars and FIFA were used.


The Gamercize results were similar to Nintendo’s results for week one, reflecting the kids excitement of “something new”. What happened next was unexpected. Rather than the initial interest tailing off like it did with Wii, the combination of Xbox and Gamercize kept the kids playing, engaged and active throughout the entire study period.


The Wii data supported the loss of interest and lack of exercise critisims of active gaming, but Gamercize for Xbox did not suffer a lack of interest over time or a drop in physical activity. What can we conclude from this? As a physical activity intervention, Gamercize uses the attraction of videogames to keep the kids engaged and the patented Gamercize approach of minimal interaction kept the kids active the whole time.


Results of the Gamercize study have been presented at the European Child Obesity Group. Reference: Duncan, M. J., Birch, S., Woodfield, L., Hankey, J. (2010) An evaluation of a 5-week, school-based, exergaming intervention using the Gamercize power stepper on body mass index and physical activity during school lunch breaks in British primary school children. Proceedings of the 20th Annual Workshop of the European Child Obesity Group, Nov 17-20th, Brussels, Belgium.

Tuesday, 16 November 2010

Active Gaming Highlighted with President Obama's Fitness Director

The University of South Florida's College of Education will be hosting the annual Education in Action Luncheon in November. Each year the College chooses a topic in which to focus at the event. This year the focus in on childhood obesity while highlighting active gaming. See the article below and also here.

USF SHOWCASES ACTIVE GAMING RESEARCH FOR PRESIDENT OBAMA’S FITNESS DIRECTOR
Executive director of President’s Council on Physical Fitness and Sports to address area educators, tour USF’s active gaming research lab

TAMPA, Fla. (Nov. 2010) – From Wii Fit to Dance, Dance Revolution, interactive fitness, known as active gaming has added a new dimension to once sedentary video gaming, opening the door to an innovative and effective method for combating childhood obesity.

Experts at the University of South Florida who have been on the leading edge of active gaming research will have the opportunity to showcase their findings for the nation’s top physical fitness director, Shellie Pfohl, when she visits Tampa on Thursday, Nov. 18.

President Obama named Pfohl as director of the President’s Council on Physical Fitness and Sports (PCPFS) earlier this year. She leads the efforts related to First Lady Michelle Obama’s national “Let’s Move” campaign to solve childhood obesity.
Pfohl will be in town to deliver the keynote address at the USF College of Education’s 14th Annual Education in Action Luncheon. USF’s Education in Action luncheon brings together hundreds of community leaders and educators in an effort to increase awareness of the importance of partnerships among the college, K-12 schools in the Tampa Bay area and community.

Work conducted by the College of Education’s School of Physical Education and Exercise Science related to childhood obesity and active gaming (the use of technology to promote physical activity), will be highlighted during the event.
Prior to delivering the keynote address at the luncheon, which will take place at the Florida State Fairgrounds at noon, Pfohl will tour USF’s active gaming research lab located at Belle Witter Elementary School at 9 a.m. The school, located at 10801 N. 22nd St. Tampa, serves as a research and outreach program of the USF College of Education’s active gaming labs. The media is invited to attend both the Belle Witter tour and the Education in Action luncheon.

“Active gaming is gaining in popularity around the country,” said Lisa Hansen, assistant professor in the School of Physical Education and Exercise Science and co-director of the active gaming research labs at USF. “We are proud to be one of the first to not only embrace this contemporary movement, but research active gaming in order to learn more about the potential technology has in turning children on to daily physical activity.”

“Research shows that daily physical activity can improve academic performance,” added Stephen Sanders, professor and director of the School of Physical Education and Exercise Science and co-director of the active gaming research labs. “Together, we can put research into action to develop active, healthy kids.”

Posted on behalf of Lisa, who is busy setting up for the event and originally via http://pecactivegaming.blogspot.com/2010/11/active-gaming-highlighted-with.html

Friday, 3 September 2010

Benefits of Exergaming for Kids

As the school year is getting underway and we are forming new partnerships with local elementary schools, I felt it was important to bring up the benefits of exergaming for kids once again. This simple online article on FitDay lists and summaries 4 of the important benefits.

  1. Exergaming Facilitates Exercise. Gaming is popular among children and with exergaming; technology can now help facilitate exercise. There are different exergaming categories such as camera exergaming, rhythm exergaming, exergaming machines, workout exergaming and sensory exergaming. Exergaming can be enjoyed by anyone because there are games to suit people of any gender, ability, fitness level or age.
  2. Exergaming Promotes Good Health. The physical exertion involved in the games has positive effects on health and fitness. Exergames can assist in calorie burning, cardiovascular health, can help improve coordination and body movements, improve cognitive performance and can help to decrease stress levels.
  3. Exergaming Creates Variety. Exergames can provide a way for kids to get exercise without the pressure to perform on a sports team and are also an option for kids who find other forms of fitness training boring.
  4. Exergaming as a Social Activity. Exergaming can be played when kids have friends over. It can also be a family activity, facilitating family bonding, because exergaming has options for all ability levels and ages. Playing against other people promotes competition and therefore offers an incentive to be physically active.

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.

Saturday, 22 May 2010

Exergaming: Playtime for Adults.

PLAY. This is certainly not a word that requires further explanation, at least it shouldn’t be! I personally think PLAY has become something of a 4 letter word, at least for adults. Us ‘grown ups’ would not normally associate play with an adult activity, children play and adults, well what do adults do? We hardly promote “I’m off to the gym to play" or "I’m off to play in my mixed martial arts class” nope we ‘workout’. Even our play is a derivative of work. Do we actually just play anymore, indeed, was there ever a time when
adults we were allowed to play, without judgment? So, in the context of play we 'exercise'. Adults go the gym and ‘lift’ weights, ‘do’ aerobics classes, ‘have’ a fitness boxing sessions or ‘get’ yelled at in boot camp or personal training sessions. But wait you say, adults do ‘play sport’, they ‘play cards’ they ‘play with their kids’ and yes you’re right, in the context of an associated activity we play, as that makes playing legitimate and gives the activity credence and acceptability...but, I would argue that adults do not simply play. Or do we? There is one obvious activity where adults are allowed to play and that’s with PC, video or board games so we do ‘play games’. FYI: The average age of a gamer in Australia is 30! Not 3, 12 or 18 but 30...well and truly adult status. So adults can play games, interesting.

Well now, a breakthrough. Wouldn’t it be fantastic if we could re-engineer those games to maintain the fun and entertainment aspects AND make them as energetic as real play. Wouldn't it be great if there were adult technology games that we play, that make us fitter and healthier? Well, we do and would you believe that this genre has been developing since 1982! It began with an Amiga game that used a peripheral amazingly similar to the Nintendo Wii Fit Balance Board. This new entertainment fitness game genre was called Exergaming, and boy has it come on leaps and strides since 1982.

It's perhaps only over the last decade that the technology for exergaming has become truly feasible. Many of the technological advances in miniaturization, reduction in manufacturing costs, lightweight materials etc, has made domestic exergaming products affordable and family friendly. I suppose this is most readily demonstrated by the wireless motion-sensing platform of the Nintendo Wii. So exergaming has truly come of age, and this is just the beginning!

To borrow a line from Ironman 2, "..technology will make anything possible..", that is certainly debatable, but it is true that it has made exergaming possible and lately, highly effective. PLAY on the other hand costs nothing, requires nothing except imagination, perhaps a stick, and a rock. PLAY is the polar opposite of technology, so you would think mixing the two would produce nothing but a malfunctioning malady, in reality it has produced a past time that makes it okay for adults to play, it makes play credible and still fun. At Exergaming Australia, we use the essence of this morphing of technology and play in our motto - 'Serious Fun'.

So, what's wrong with fitness today. Well for a start, it certainly isn't play. It's a ‘serious’ minded activity. Fitness and exercise have become billion dollar industries where 'fun' and ‘Play’ have no role to play, so to speak. Fitness has become very serious business, very complicated and very expensive with a lot of companies and individuals becoming celebrities simply because they yell louder and have considerably larger biceps than we mere mortals have. But I wonder how many people think this kind of combative fitness is actually fun? We’ve become accustomed to militant combat or mixed martial arts classes or fitness boxing, and there is certainly no doubting the effectiveness of these methods, they work very well, but they are not for everyone, around 85% of us in fact! Perhaps we should all join the armed forces and be forced to get fit, at least then we could get paid to improve our fitness, as it stands now WE are paying the armed forces to get us fit!

My point is, fitness and exercise, constructed around activities that supposably motivate us due to yelling and screaming ex-military personnel, is not play it’s not entertainment and it’s certainly not fun. It is effective however, no denying that, but it is NOT fun!

Think about when we were kids, when we simply played because it was fun. We never thought about the fitness benefits as we bounded about playgrounds or slogged cricket balls over the back fence. We had boundless energy because we were kids, we were having fun and we did it day after day as a result. Our parents would have been grateful to see us playing as we were entertaining ourselves and out from under their feet, but I bet they never thought, “great, Brett is really improving his aerobic fitness with those short burst between the wickets in cricket”. Nevertheless, play is just for children isn't it? Adults must do adult things like workout and workup a sweat and just work. Well, I beg to differ!

Again, Exergaming turns modern concepts of exercise on its head. We return to the notion of Play and Fun. If we are truly enjoying what we are doing, we’ll keep doing it willingly, will-power won’t enter into it, we will no longer have to gee ourselves up, torment ourselves with guilt so as to motivate ourselves back to the gym. Exergaming is intrinsically self-motivating as it is entertaining, fun AND physically beneficial - win, win and win. So what is it about exergaming that separates it from normal fitness and exercise activites?

1. I know I’ve mentioned it 'several' times already, but I must emphasize the fun factor. Exergaming takes the best entertainment technologies available (in games, movies, music and software) and then makes those activities physically challenging. It also requires that the best exergames are fun first and fitness second. That certainly doesn’t mean fitness is ‘secondary’, quite the opposite, it actually means fitness can be inherently fun, thus sustainable like when we played as kids, day after day, year after year.

2. Exergaming is born from computer & console gaming it therefore inherits some of the most powerful and engaging aspects of gaming, namely:

a. Mutliplayer – you can play cooperatively or competitively with your friends, family and mates.
b. Online Multiplayer – as above but you can do so against or with people all round the world 24/7.

3. Results ‘NOW’ – Fitness activities, especially those requiring us to lose weight or simply get fitter can make progress seem excruciatingly slow and tedious, which makes it extremely difficult to stay motivated. Exergaming often has very detailed feedback data, which is tremendously valuable in tracking your progress instantly. Exergaming can tell you your game score, the accuracy of your movements, the power of your blows, the timing of your steps, the speed of your punches, the quality of your cognition and much much more. This gives you direct and immediate feedback on your progress and is tremendously motivating. You use that recorded data as a motivation to improve your previous scores, or to beat a family members score or perhaps even someone who has left their score on a social network site that you visit. Trying to improve your results requires you to be fitter, stronger, more agile more focused more rhythmical and be better at playing the game.

4. Exergaming is geared up for Social Networking. Exergaming is a natural fit for sharing your results, swapping stories and sharing strategies online and in group forums and chat applications like Facebook. Gamers have been sharing statistics online since the internet began and have created vast online communities who support their past times actively and vigorously.


Thanks to Gamercize for the use of the playful picture

5. Exergaming is incredibly accessible - The best Exergames allow people of any physical ability and age to participate together, in the same class at the same time and even compete against each other equally! This flexibility is intrinsic in Exergaming and allows people of any generation to share an activity in synchronicity.

This makes Exergaming wonderfully accessible to everyone, everywhere and again enhances the socializing affects of adult playtime, what normal fitness methods would call a 'workout', kinda' dull in comparison.

Take your pick, would you prefer to have fun first and get a fantastic fitness benefit from your playtime or make that concerted effort to motivate yourself to the gym and the cardio machine factory that waits in steely silence? My choice is clear: Playtime - GAME ON!