Showing posts with label school. Show all posts
Showing posts with label school. Show all posts

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.

Monday, 5 July 2010

Teachers Demand Physical Education Overhaul

Scientific research supports physical activity as an effective approach to minimize mounting health concerns and Physical Education teachers are using this research and exciting new methods to re-define "what is PE". PE teachers are the doing their part by rasing awareness that fitness can be fun, in a way that kids today understand - technology.

These technology skilled PE teachers of today are learning to use "exergames" in classes - exergames are video-games combined with fitness. Nothing engages today's school children more than technology, so it is no surprise exergames dramatically raise interest in PE class by making the class fun, challenging and rewarding. Exergaming is advocated throughout the U.S. by The Exergame Network (TEN). TEN's mission is to share information, success stories and act as a portal resource for exergaming via it's education wiki and blog.

Pioneering teachers PE encountered early challenges, sometimes experimenting with games consoles, like the Nintendo Wii, as a format to drive a PE class. Leading PE teachers now eagerly share the formula for success by using a wide range of exergame implementations. Successfully trailed exergames meet recommended exercise guidelines and can be integrated into structure PE lessons to the enjoyment and benefit of students. Many PE teachers have developed the skills to use exergaming in a developmentally appropriate way, according to guidelines from PE centers of excellence, as a tool can motivate and energize today's youth.

A Florida PE teacher spoke confidently in support of exergaming, "This is the first time in 11 years of teaching PE that I've had to kick kids out of class who don't want to stop exercising." One student summarizes the feelings of those involved in structured exergaming PE class "If the whole United States had a room like this, then this world would be a better place." This evidence, supported by peer reviewed research, comes directly from the University of South Florida's, Active Gaming Research Lab's web archives and represents just two of the many success stories of research into all ages and different implementations of exergaming.

The support for exergaming has reached global proportions, demonstrated by quotes from the BBC News posted in the Gamercize web archives. A PE student talks about the immersive nature of exergaming "Sometimes when you're playing netball or basketball you get a bit tired and then you say 'Oh I don't want to do this anymore' but this is really fun and I think I could do it all day." Her teacher is aware of how exergaming increases student involvement in PE, "Its certainly not physical education as we know it, but thats not what we're looking for. Some kids want to take part in this who wouldn't want to play football or other conventional sports."

Educators, researchers and editors alike are encouraged to use exergaming technology in their classes by first visiting the TEN resource sites to participate, ask questions to the worlds foremost experts, share news and ideas on exergaming in PE and PA. Resource information from TEN includes the five major categories of exergaming implementations, from dance pads to dedicated "workout" games, at
http://exergamenetwork.blogspot.com/p/types-of-exergaming.html. TEN has also listed exergaming products available in the US with a collection of nearly 40 different exergaming choices covering aspects of PE with many different modes of physical activity at http://exergamenetwork.blogspot.com/p/exergame-products.html.

The Exergame Network can be joined or contacted via
LinkedIn, Facebook, Wiki, Twitter or by email at info@exergamenetwork.org.

Saturday, 5 June 2010

Ratio of Students per Exergame in PE Class

Exergaming is delivering physical activity very well but does not obviously fit in with the traditional teaching of Physical Education. Aside from specialist gymnastics or sports coaching, the majority of classes are based around the whole class being active at the same time.

The engagement levels of exergaming are very high, using technology that is more expensive and requires more space than traditional PE store equipment. The extra cost and space, for many, will reduce the number exergaming stations available compared with the number of students in the class.

This post explores the options to gain benefits from the technology within a physical education arena. The six options are based on a 45 minute class of 30 students. Using 15 minutes for briefing, warm up and debriefing gives 30 minutes for potential activity.

Option 1 – Play and Observe
Three two-player exergaming stations give a total of six available places for students. This represents a typical resource for a small or medium sized school without its own dedicated exergaming space. The 30 students will be just as happy watching the games in progress, often being quite animated and offering game play advice, as they are playing the games. No child will be left excluded by rotating the class through the 6 stations. A typical 5 minute game will involve one minute of changeover, especially as children don’t like to restart without choosing new characters! While the fun factor is high, each student will gain just 5 minutes physical activity and each student is able to play just one game. A high energy output exergame is essential in this scenario to improve fitness levels.

Option 2 - Multi Play
To increase the physical activity, without adding significantly to cost or the storage requirements of exergaming, the extended multi-player features of some games can be used. Increasing the number of players from two to four per screen doubles the places available to twelve. The number of games that support four players is less than those that support dual or solo play. In practice there are plenty of titles and genres to choose from and the restriction to four player only needs a little more care in selection, especially when children bring their own games to class. Now each student will get 10 minutes physical activity and is able to play two games in the lesson. Once again, the higher the calorific burn of the exergame the better.

Option 3 – Split Class
If the school employs teaching assistants or student teachers it is viable to split the class to further enhance the active time of children. Using the exergaming equipment as per option 1 the class can be split with 6 children playing supervised exergames for a lesson, with the remaining 24 children being instructed in traditional PE. The split can be rotated over a number of weeks, making sure each student has a varied curriculum. The intensity of the exergames must be reduced, and lower energy exergames can introduced in this scenario that makes sure all students are active for the maximum amount of time.

Option 4 – Skill Enhanced Reward
Exergaming can be used as the basis of reward for achievement in PE and still deliver physical activity. The imagination of the PE teacher can be used to the full by adding the exergame reward to skill based games. Three two player exergames can be used as the reward for six students. An example would be a team catch skill development game with 5 teams of 6 students, where the team who manages the most number of complete passes over a set course are rewarded with the exergame. While this team is being rewarded, the remaining teams play the skill task again to determine the next exergame rewarded team. The students are active throughout the class and more likely to be anticipating the lesson with PE wear instead of excuses not to participate.

Option 5 – Fitness Enhanced Plan
There is an existing traditional PE example where equipment spaces are limited, the fitness circuit. This has been successfully employed in teaching skill and fitness development since long before video games were invented. Using a small setup of two dual-player exergames fits in well with existing circuits and will raise the student’s enthusiasm for the entire class. The students will be keen to get back around to the exergame activity, so may need a little more supervision on the traditional activities. The children all get maximum activity during the lesson.

Option 6 – The 1:1 Ratio
The ultimate flexibility is open to those schools that have the resource and are large enough to dedicate a space for exergaming. With such a facility on site it is possible not only to engage all of the students in a PE class at once, but also introduce more specialist exergames that may have a lower spectrum of games that can be played. Unlike a team game, where one PE teacher can supervise a large number of children, the activities will be split and extra teaching resource will be required to supervise such a large unstructured play. To reduce this reliance on teaching staff the lesson can follow programming that is easily understood by the children and introduces a set routine that children enjoy.

From the options it is clear that exergaming has a place in physical education, and is a very flexible resource, but the applications have yet to be written into curriculum. This gives the PE teacher a chance to take these options as a basis, build on them, alter them and add to them.