Sunday, December 26, 2010

Christmas Time: Affordable Active Games!


I previously wrote a blog about physical education teachers promoting active games over sedentary video game play as potential Christmas presents for children. I would like to simply extend that post and suggest just a few specific active games that are affordable, feasible, and easy to use:

Dance Dance Revolution - Multiple webistes provide multiple a variety of games and pads to fit your financial desire.
Nintento Wii Games - Sports, Resorts, Fit, etc...
Microsoft Kinect
Gamercize Steppers - compatible with multiple video game consoles (PS3, XBox 360, Nintendo Wii)
Virtual Bikes - A variety of video game bikes that offer residential pricing.
Xavix games - boxing, jackie chan, tennis

As quality physical education teachers - we need to make sure we are promoting healthy alternatives to the sedentary lifestyles in which many of our children are engaging in everyday.Suggest active games - not the traditional sedentary game! Inform parents, administration, and other teachers. It is a simply solution to replace sedentary screen time with more active play.

Sunday, December 19, 2010

Active Gaming in Yahoo!News


Recently, Yahoo!News produced a nice article and video regarding active gaming and physical education. I really enjoyed this article and video because active gaming and traditional physical activity were not compared as one being "good" or "bad". Often, the media produces articles leading the reader to be persuaded that either active gaming is the "new pe" or that the "old pe" (more traditional play) is still the best strategy for physical education teachers to employ and video games are the enemy to this generation. What is hard for many to understand is that a key to appropriately implementing active gaming in physical education is to use these modern activities as a tool to assist students in accomplishing learning objectives. Active gaming is aligned with what our children desire and enjoy; however, these technologies should never be seen as a replacement for fitness and skill development.

Dominique Dawes, a former U.S Olympic gymnast, joined Yahoo!News and myself at one of the USF active gaming research labs located in a local elementary school. Dominique had a blast learning about active gaming and playing with the students. Once she was able to experience the games, hear and see the students' excitement, and witness her own heart rate being quickly elevated while playing, Dominique began to understand why active gaming can certainly be an appropriate tool for physical education teachers to use in their programs. Read the full article here.

Monday, December 6, 2010

Integrating Active Gaming in the Classroom



Integration of academic material into the physical education classroom OR physical education content into the academic classroom is a well known strategy that quality physical educations teachers are not only aware of but do try to incorporate into the school curriculum. Considering 65% of children do NOT recieve any physical activity outside of school hours, it only seems appropriate that the physical education teachers get on board and begin advocating for more physical activity time during the school day. A major issue is that many administrators and classroom teachers believe more seat time is better and more effective. Unfortunately, recent research suggests this is simply not the case. Active Kids are Healthier Kids...Bottom Line!

Children that are moving more frequently during the day are proven to spend more time on task and consequently learn more efficiently. Is there something I am missing or should we not be getting our children up and moving throughout the day to improve learning....The No Child Left Behind Act is going to be left behind if we continue forcing children to be sedentary throughout the school day!

At the University of South Florida, researchers have started investigating the use of active games in the academic classroom. Active games are used as stations in the classroom before and after school, during bell work, after assignments are complete, and to "control" behavior issues. The teachers and students suggest the games are fun, effective in controlling off task behavior,and...guess what? Children are actually LEARNING!

Incorporating active video game play in the academic classroom is a great way for physical education teachers to integrate physical activity throughout the school day to accomodate for a lack of physical education time. There are many economical and appropriate active games (Gamercize, Dance Dance Revolution, Footgaming, etc.) that can easily be used in the computer lab or in the classroom as a station that encourages teachers to let children move while learning! If the children and teachers like it, AND learning occurs - why would we not want to encourage it?

Active Kids are Healthier Kids! Active Gaming is FUN, HEALTHY, and EFFECTIVE!

Monday, November 29, 2010

Healthy Christmas Presents For Children!


That special time is once again approaching! Black Friday has come and gone which means - Christmas time already! Many parents spend money buying children their favorite gifts and toys....guess what is #1 on many children's lists? VIDEO GAMES! Introducing children to the concept of active video games is a healthy alternative to sedentary video game play. As physical educators, it is important that we are able to make children and parents aware of healthy alternatives to sedentary toys and gifts. Physical education teachers may or may not have active video games in their classrooms; however, putting together a newsletter, parent letter, or website blog to educate parents and children about active video games is a great way to advocate for physical activity incorporating games that children desire to play.

Just to name a few economical and fun active games parents could consider: Nintendo Wii, Dance Dance Revolution, Microsoft Kinect, Gamercize, Sony Move, etc. Many of these are compatible with video game consoles (PS2, PS3, Nintendo, XBox, etc) children already have at home. Check out the PE Central Website for examples of active games that are appropriate, feasible active games for use at home in which may serve as excellent christmas gifts.

Monday, November 22, 2010

Executive Fitness Director Supports Active Gaming


Recently, the Executive Fitness Director, Shellie Pfohl, visited the University of South Florida's Active Gaming research labs to learn more about the research being conducted and to deliver a message regarding childhood obesity at the USF Education in Action Luncheon. See my previous blog about this event here. After visiting the labs, Shellie mentioned she believed active gaming was a "trend" that she would like to see increase in numbers in physical education programs and schools. During the presentation at the luncheon she suggested "...active gaming arcades like this are the future for physical education and they are part of a comprehensive physical education (P.E.) program." It was nice to hear Shellie discuss active gaming as a learning tool in physical education, not a replacement for skill and fitness development. See the full article about this visit and the luncheon presentation from the Oracle below and here:

Executive fitness director commends USF health research
By Michael Velez and Crystal Wilson, CORRESPONDENTS


Published: Monday, November 22, 2010

Updated: Monday, November 22, 2010 01:11

Shellie Pfohl, executive director of the President’s Council on Physical Fitness and Sports, visited Belle Witter Elementary to see how its gaming labs work.
At Belle Witter Elementary School in Tampa, students are actually encouraged to play video game during class.

That's because they're part of a new program developed by USF researchers to keep children physically fit — a trend Shellie Pfohl, executive director of the President's Council on Physical Fitness and Sports, said she hopes to see increase.

"I think active gaming arcades like this are the future for physical education and they are part of a comprehensive physical education (P.E.) program," she said during a lecture at the Tampa Fairgrounds.

Students attend the Witter Active Gaming Lab at least twice per week for 30-to 60-minute video game sessions that contribute to their physical education. All of the video games require movement.

In "Xavix Boxing," students strap on gloves that register their boxing movements. For "Gamercize" students stand atop stair-steppers and must remain active for the game to progress(LH).

In fall 2007, the School of Physical Education and Exercise Science received a $526,000 collaborative grant from the Centers for Disease Control and Prevention (CDC). The Active Gaming Research program received about $125,000 of the grant and used it to create the lab along with a donation from Gamercize including four steppers (LH).

"We purchased all of this active gaming equipment with the idea that kids are more motivated and engaged to be physically active when they can also play video games that they're playing at home and the like," said Steve Sanders, director of the School of Physical Education and Exercise Science. "It's a lot different than doing sit-ups and push-ups and running laps around the field, which kids don't like to do."

Pfohl, who was appointed to her position by President Barack Obama earlier this year, toured the school's Active Gaming Lab on Nov. 18. She said the program is valuable because it finds creative ways to target childhood obesity — a problem that "impacts our society in so many ways."

"No matter where you are, no matter what you do in life, childhood obesity should be important to you," she said.

Pfohl said that for the first time in human history, the life expectancy of children may be lower than their parents. The dangers of childhood obesity are obvious, she said, and the effects the epidemic have on society seldom receive enough recognition.

"If we do not look at their health now, my suggestion is that it will bankrupt us in the future," she said. "If this generation of kids is allowed to become more and more obese, when they hit the workforce, many companies will not be able to survive."

Pfohl said increased health care costs and a denigrated work performance directly resulting from obesity may one day sink our economy if nothing is done now to address the problem. The Witter lab gives young people a head start on a positive life, she said.

"To me it's the gateway behavior," she said. "Physical activity is the gateway behavior to so many positive things."

Lisa Hansen, an assistant professor for the School of Physical Education and Exercise Science and co-director of the University's Active Gaming Research Laboratories, said the first lab of this kind, the XRKADE Research Laboratory, was opened on the USF Tampa campus in December 2006.


"We're not suggesting (children) do this instead of traditional (P.E.). We're suggesting they replace the sedentary game time they already do at home and go to something natural," she said. "Moms and dads: go buy active games for Christmas. Don't go buy a ‘Toy Story' (video game) where they sit and play, buy the (version with a)Gamercize stepper, so they can still play ‘Toy Story' but they have to move."

Hansen said that apart from the workout, a major goal of the student's time spent in the lab is to teach them about the equipment they use.

"They don't come in here and just play," Hansen said. "There is a learning objective attached every single time."

Stacy Villagomez, a 10-year-old fifth grader at Belle Witter Elementary, said she has been coming to the lab since it was opened in January 2009. Her favorite game is "Dance Dance Revolution," in which a floor mat registers dance moves players are instructed to perform.

"In my other classes, after I come here, I feel energized, I feel happy and I feel like I had a workout," she said.

Ismael Rivera, who is also a 10-year-old fifth grader, said he was thrilled when he first found out that he would get to play video games at school.

"I've been coming to this center since last year," he said. "I thought that it would be awesome, because first P.E.'s all about exercising and getting your heart rate up, and when (our P.E.) coach put in all of the games inside the game room, it made sense. You can play the games at the same time you exercise."

Monday, November 15, 2010

Active Gaming: A Family Fun Experience

I often discuss active gaming related to the physical education classroom or teaching environment. A goal for physical education teachers should be to encourage children to participate in physical activity away from school in order to achieve the objective of lifelong physical activity behaviors. Research suggests parent involvement with their children's activities are important and can be a motivating facet to encouraging particular behaviors. The following video is an excellent example of how active gaming can be a family, fun experience to encourage physical activity behaviors opposed to sedentary video game play. Additionally, the video provides a few practical tips regarding active gaming at home.

Friday, November 12, 2010

Video Games are now segmented: Active and Sedentary!


Check out this recent blog post on the US Department of Health and Human Services website regarding the need to increase physical activity levels in children. As a good friend and colleague pointed out, this may be the first time the label "sedentary video games" was used to discuss traditional video game play. Of course it would have been nice to suggest replacing this sedentary game play with active game play; but, at least there is progress. Read the article below and here:

How Neighborhood Watch Sparks Neighborhood Play
by PCFSN November 10, 2010

www.pedbikeimages.org by Andy Hamilton
If you lived in a neighborhood where gunshots rang out every day and drug dealers loitered on your street every night, would you let your kids outside to play? Well, you’re not alone.

One of the reasons our children are not getting the minimum amount of physical activity they need is that physical education has been carved out of our schools, and many youth live in high-crime neighborhoods where their parents are afraid to let them go outside. So it’s no wonder that the national childhood obesity rate, especially in impoverished and underserved communities, has skyrocketed over the last 30 years and has now reached epidemic proportions.

A report conducted by the Trust for Public Land revealed that “crime drops when adequate parks and recreational activities are available in inner-city neighborhoods.” Many examples can be found in cities and towns throughout America where policymakers, law enforcement officials, community leaders, and residents have joined together with the park service and recreation facility owner-operators to take back their neighborhoods and make them safe.

Every summer in Phoenix, basketball courts and rec centers are kept open until 2 a.m. to encourage residents to be active with their neighbors. The city of Phoenix found that during the summer months, calls to police reporting juvenile crime incidents drop by as much as 55 percent.

Researchers at Columbia University reported that Boys or Girls Clubs in public housing projects reduced crime rates by 13 percent and drug use by more than 20 percent. Juveniles between the ages of 10-16 year olds who have a mentor, which is an important component of a quality after-school program like those of the Boys and Girls Clubs of America, are 46 percent less likely to use drugs and 27 percent less likely to start drinking alcohol.

So we cannot afford for our kids to sit home and play sedentary video games after school. We must give them opportunities to participate in physical activity and make better food choices throughout the day. It is proven that physical activity and good nutrition help children perform better academically by increasing concentration and energy levels and boosting self confidence. Physical activity also hones their socialization skills, which enable young people to identify with peers, succeed in college or a vocation, and live happier and healthier lives.

That is why the President’s Council works closely with First Lady Michelle Obama’s Let’s Move! initiative to connect the public and private sectors with non-profit organizations and encourage them to develop sustainable programs to fight childhood obesity. Through the “Million PALA Challenge”—a joint physical activity campaign to get one million Americans to earn their Presidential Active Lifestyle Award (PALA) by September 2011—and initiatives like Let’s Move! Cities and Towns and Let’s Move Outside, we will make great strides to reverse the childhood obesity epidemic one child, one family and one community at time. For more information, visit www.fitness.gov.

Monday, November 8, 2010

Active Gaming: "Kinecting" Traditional and Virtual Sports


XBOX 360 recently released their new active game "Kinect". Kinect is a sensor based game that allows players to participate in sports virtually. Some already suggest the new active game is nearly "flawless". I have friends that suggest the game is not only fun but immersive and motivating. They feel like they are "really in the game".

I read and article regarding Kinect and the possibilities it may have with all "athletes" being able to participate in sports. This made me wonder about the opportunities physical education teachers may have using this type of active technology in classes. Do some students truly desire to engage in sport play yet lack the appropriate skills to feel successful therefore reframe from participation? Do some students dream about being the next "Michael Jordan" or "Peyton Manning" only to have their dreams crushed due to a lack of confidence or success? Could Kinect be an appropriate compliment to traditional physical activities that allow students to get excited about sport play? Although quality physical education programs do not focus on sport play alone, maybe this innovative, sensored technology could open doors for some students that really do want to be an "athlete". See the article below and here:

Just a few days ago, XBOX 360′s Kinect sensor hit the open market, and luckily I was one of the few that had reserved it at my local Gamestop. For the past few days, I have been playing with the sensor, getting the feel for it with the game packaged with it, Kinect Adventures. Honestly, I am amazed because I have encountered none of the lag or other sensor problems that gaming reporters and sites have worried about. The technology seems to be cutting edge and nearly flawless. It makes me wonder, with such an active technology, what could it do to the casual sports game?

Well, surely the sports game would not be as casual anymore.

One little sensor is changing the way we game, and could cause a revolution in sports games if utilized correctly.

Imagine the fun that could be had for all the people that have always wanted to try and bust their chops in a realistic simulation without the pressure of the real thing. MLB, NBA, NFL, etc, the possibilities spread across every sport, opening an avenue for every athlete and hopeful athlete in the world to get a small experience of the real thing. The chance to take an at bat, throw a pitch, pass a football, shoot a free throw, make a penalty goal or kick… each thing is simply mind blowing to think about.

The career modes for each game would also become much more realistic. Perhaps a pro mode could come into play, like they have in Rock Band. You actually throw the pitch, and its relative to your body movement and the power you put into it. The pass being thrown to you from the quarterback is relative to your arm placement and speed that you are running in place if you will catch it or not. Or maybe you have to be in tune with how well you are dribbling the basketball so that someone like Kobe Bryant doesn’t steal the ball and take it down for an easy layup.

Of course, there are going to be sports gamers that do not want to be so active in their games. Making their games Kinect able is not a death sentence, because you can easily switch to controller if the developer leaves the set up in the game. They are doing it with the new Harry Potter game, and it is planned for the new Star Wars game in 2011. So both the active and traditional gamer can be pleased by a sports game being Kinect enabled and still programmed to accept a controller input.

In the end, it is something that could revolutionize sports gaming as a whole. We have had a little taste of what sports could be like thanks to Tiger Woods PGA Tour on Playstation Move, and Wii Sports on the Wii, but with the Kinect, it could take the activity level of sports much higher; a whole new scale. The possibilities are truly endless.

Thursday, November 4, 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.”

Tuesday, October 19, 2010

USF at the Florida AAHPERD Conference: Active “Gaming”?


Annually, the University of South Florida’s physical education teacher education students present at the FAHPERD (Florida Alliance of Health Physical Education Recreation and Dance) conference. Each year the students discuss ideas for the presentation in order to provide a quality hands on workshop. This year the USF students decided they would like to focus on fitness stations – about video games! So how in the world did they come up with video game stations to deliver the message of fitness components? If you think they chose to use exergaming stations….you are actually incorrect. The USF students have been trained to implement exergaming in the physical education classroom. However, they wanted to turn the video game concept into fitness stations “without” using technology; that is exactly what they did – with quality!

The title of the presentation was “Get Fit, Get Hearty, at the Mario Party”. The USF students took the video game “Mario Brothers” and created five fitness stations that would have a focus on developing either muscular strength, muscular endurance, cardiovascular endurance, and/or flexibility. Not active gaming by definition but certainly activity using the “gaming” concept! Here is a brief outline of the stations:

Station 1- Mario Cardio: This station will have the different characters’ pictures from the game Mario brother’s on a laminated card. These cards will be turned over so students blindly choose a card out of the “deck”. The students will then perform that character’s skill theme. For example Mario skips, Luigi Leaps, Donkey Kong walks like a monkey etc. They will have to do as many of these as they can in an allotted amount of time traveling a short distance to collect a coin box.

Station 2- Peaches Blackberry: Peach must text Mario and quick; however, in this station we are emphasizing flexibility and allowing the students to stretch from letter to letter and text a message. Students will be given a message and they must rotate different body parts to touch the next letter without leaving the previous letter.

Station 3- Luigi’s I pod touch: At this station students will start about five feet away from Luigi’s I Pod which will have a variety of different applications or “mobile apps” with letters of a character’s first name. Students toss a bean bag towards these applications and whichever one is hit represents the muscular activity the student performs. The student will roll a dice to find out how many repetitions they will complete.

Station 4- Save Mario Worlds from viruses: At this station students are chosen to be the heroic anti-viruses that fight off terrible viruses to restore Mario World to its normal working condition. There are 3 separate lands in Mario World that must be saved: Yoshi’s Land, Star Road and The Forest of Illusion. Each land is saved once the appropriate index card is found and the student performs the task specified on the back of the index card. Index cards will be hidden beneath equipment surrounding the students. Once the student finds and solves one card, they place that card back where they found it and find another index card but this time one that is labeled with a different Land.

Station 5- Koopa Troopa Smash: At this station students will perform a variety of skill themes in the Koopa Troopa Smash. There will be three pathways of poly dots in which students will be asked to jump, hop, and leap onto different Mario objects such as Goombas and Ducks. They will be encouraged to smash the “bad guys” and jump for coins.

Wednesday, October 13, 2010

USA Today Article about Exergaming!


USA Today recently published an interesting article on Exergaming. Check it out here.

Dr. Ernie Medina posted a solid blog regarding the article and how the author had discussed Exergaming in the physical education classroom. Read his blog post here and below:

USA Today article on Exergaming!
10-12-10: This article just came out after the recent Obesity conf. down in San Diego. Check it out here.

Some colleagues of mine were featured in this article, like Drs. Barbara Chamberlin, Emily Murphy, and Bryan Haddock.

Dr. James Sallis was also featured, and here's something interesting he said about exergaming and PE:

"But Sallis isn't convinced that these activities should be included in PE classes. "Whenever possible, we want to get the kids outdoors, where they can run around more freely. We actually need to teach kids activities such as basketball, baseball, soccer, volleyball. We need to teach them teamwork."These are the kinds of skills kids need for a lifetime of physical activity, he says. "Doing some kind of exergame may be better than no PE or bad PE, but I don't think it's as good as good PE."

I respect Dr. Sallis's work with the built environment and all, but I disagree with his comments on PE. Teaching kids team sports does NOT teach the kind of skills they need for a lifetime of PA! Learning how to do a lay-up when I was in elem. school (which included a lot of standing around, waiting for my turn to do a lay-up) did NOT teach me life skills for PA. I never played JV or varsity b-ball in highschool or college, and I don't play b-ball now. But we sure spent a whole lot of time learning about these and other sports.

That's why we have the growing movement that PE4Life has started, with the late Phil Lawler. They saw that "traditional" PE was not teaching skills that could be use for PA in life after PE, so they started a movement of change in PE and thankfully, it's spreading.

Teamwork is important, and there are lots of other, more inclusive ways of teaching teamwork besides team sports. Team sports only appeal to those who are are good at it; if you're not good at that particular sport, beware! You are relegated to the bench or worse off, not picked for a team unless you're "force" onto a team. If anything, team sports turned the majority of kids OFF of being part of a team, because of these dynamics, and only appeals to the jocks and jockettes who were good.

Exergames in PE is more inclusive (even handicapped and disabled kids can perform and compete with able-bodied kids), can instill teamwork (we've done teams with the makoto, 3-kick, and they have teams with iDance, etc.), and more importantly, they can be done for LIFE!!! (Seniors are doing exergames when they've stopped playing team sports a long time ago--if they even played them as adults!).

The only point that Dr. Sallis might have over exergames is the "outdoors" point...but I'm sure PE is held indoors when we have smog alerts or it's over 100 degs...or below freezing outside, so even traditional PE can't be done outdoors all the time.

As someone said in the article, a key point to exergames is that it can meet kids where they are at, so for many patients that I see, exergames CAN take the place of traditional sports. Many of these kids won't do team sports for many reasons, but they'll play exergames, especially if we have a similar system of teams and leagues for exergames like we do for b-ball, swimming, etc.

Physiologically, the heart doesn't care if you're running down first base line, or if you're running fast on a Xavix mat. All it knows is that this person is moving their feet fast and needs more oxygen and glucose to power their leg muscles!

Once overweight and obese kids get in shape and lose the excess weight playing exergames, maybe they'll try some of the more traditional activities, sports, or even some other ones that are outside and very physically active--like paintball!!! (that's a form of a non-digital exergame). I don't believe that kids and adults who start off on exergames as their main form of PA will stay on that only. I believe that they will venture out and try other forms of PA....but that is something for future research to prove or disprove!

Monday, October 4, 2010

Active Gaming and Learning


Recently, a great deal of literature has surfaced discussing the concept of video game literacy. This is great news; except, the video game play mentioned is considered sedentary behavior. Exergaming, a form of active gaming, turns traditional, sedentary video game play into a physical activity. So this makes exergaming a perfect fit for physical education, right? Not exactly; not even close.

Exergaming in a physical education classroom may appear to be an innovative approach to promote physically active behaviors. Students are "busy, happy, and on task" all with red faces and smiling. Who could ask for anything more? I hope quality physical education teachers would ask for much more. They would ask themselves, "What are the students learning today?" More importantly, the answer would not be, "How to play Toy Story 3 or Dance Dance Revolution." When implementing exergaming in the physical education classroom, lessons should focus on developmentally appropriate objectives supported by National standards. Here are a few answers that would be appropriate depending on the designed lesson:

1. Students will be able to identify light, moderate, and vigorous intensity levels using active gaming and traditional activities.
2. Students will be able to perform a forehand using the specified cues while exploring the rules for how to play tennis (both singles and doubles) participating in three different active gaming stations and mini sided tennis games.
3. Students will maintain a heart rate in their target heart rate zone using active gaming and jump rope activities.

Active gaming activities should be used as a tool to accomplish learning objectives. Feedback from teachers should be specific to the learning objectives and not focused on the success the students are experiencing in the game. General feedback is appropriate and motivating; however, the focus of the lesson must remain on the learning objectives at hand.

The good news is that research is suggesting students can learn through the play of video games. Exergaming is an appropriate tool to encourage learning and promote physical activity as long as physical education teachers implement the activities using best practices. Make sure your students are not simply learning how to play a video game – exergaming should be much more to you and your students.

Thursday, September 30, 2010

Criticism #7: Children Will Get Bored!


The last but certainly not least important criticism in this series of seven posts is that “Children will simply get bored of these activities too quickly”. Sustainablity is another concern for some teachers and parents. The notion that playing any activity too long and in the same way becomes less appealing and motivating may be true. They key to sustainability in a quality physical education program is effective, developmentally appropriate implementation strategies. In more simple terms, avoid using an active game “…too long and in the same way.” For example, must teachers would agree that throwing a ball to a target from a cone for extended periods of time will get boring for children. However, if I change the target to “blue”, move the cone back a few steps, or challenge the students with a “game” while still focusing on the same skill of throwing, we have now created an entirely new, appealing, and enjoyable task. The use of active gaming in the physical education classroom should be viewed in the same manner.

Additionally, many active games are compatible to a traditional game console (Nintendo Wii, Sony Playstation 2 and 3, Xbox, etc.) allowing children to choose a variety of games in which to play. Some active games even allow children to plug the equipment to their computer and expand game play online.

School systems should understand that an appropriate instructional environment for active gaming is essential in order to promote the most effective learning and motivating experiences for children. Teachers should have training as well as personal practice on all purchased active games before including these activities in the curriculum. Using active gaming as a tool to accomplish learning objectives can be successful to sustaining the attentions span of children. However, using active gaming as a replacement for quality instruction or just as a fun game does not foster sustainability. After all, even the coolest video game such as Pac Man drops in sales at some point!

Monday, September 27, 2010

Criticism #6: Durability is Problematic


The 6th criticism of this series of seven blog posts discusses the issue of the durability of active games being problematic. Some have suggested active gaming is problematic due to the lack of reliability in terms of durability of the technology. Whether you are on a computer, using a cell phone, using an IPod, or trying to set your DVR, the chances are that at some point technology is going to “break down”. Most active games are purchased with a warranty with an option to extend the warranty. This provides the needed security to extend the life of the equipment. Understanding the terms of the warranty as well as options for extending a warranty are important when purchasing any active gaming product.

A major concern to consider when purchasing any active gaming technology is the manual assistance and/or servicing to care for typical “trouble shooting” situations. Some problems that occur with active games are not related to the durability of the product but the typical technological issues that are found with many forms of technology. Simple troubleshooting instructions should be available and requested for each active gaming product in order to assist with the more common problems (tv channel is wrong, game “freezes”, feedback is not registering, intensity level is turned too high etc.). Additionally, school systems should be prepared to have someone appointed to not only care for the purchased products, but to have open communication lines with the company or companies that have supplied the equipment. Any questions regarding the servicing of products should be considered and discussed prior to making any purchase. This is very important in order to understand the responsibility of the buyer and that of the seller including time considerations, replacement alternatives, and all potential costs involved.

Without discussing individual manufacturers or specific products it is safe to suggest that there are many durable products provided by the active gaming industry. Regardless, it is the responsibility of the buyer, especially when children are involved, to resolve issues as quickly as possible to avoid any disappointment or negative feelings towards the physical activity experience. Being prepared by understanding the technology component involved with the active games purchased will help reduce the likelihood of this issues occurring. Having been involved in this field for close to six years now, the #1 issue related to active gaming durability is certainly "Human Error". Not that we break the product, but that we do not understand the simplicity of why it may be acting a particular way. It may not be "broken" just yet...Ask Questions, Get Educated!

Thursday, September 23, 2010

Criticism #5: Active Gaming Takes Up Too Much Space


Finding the space to allocate active gaming activities at home or at school is the 5th critique of active gaming in this series of seven blog posts. Common questions include, “Where and how do we store the games when they are not being used” and “Where do we place the screens if we do not have wall space?” “Where will we find space in the school to set up the equipment?” All are reasonable questions and should be considered when pursuing an active gaming environment.

Active gaming equipment does not have to take up a lot of space. Consider the following related to space allocation and active gaming. First, designate a space to place the active gaming equipment that will not require the teacher to remove the activities daily. Delegating a room or small area in a specific permanent location in the school is ideal but certainly not necessary. Another option is to use a moving cart. A screen and game console can sit on the cart and the activities can be rolled or moved into the gym or classroom as needed. A third suggestion is to purchase a mobile or modular commercial unit. These units house the screens, consoles, and cords.

Additionally, consider turning children’s sedentary screen time at home into more active screen time, see criticism #2. Research suggests there are four televisions in the average household. Making at least one of these televisions an active gaming station is not only feasible but a great way to increase physical activity outside of school hours and decrease sedentary screen time.

Furthermore, some active games are compatible with a computer. Having a computer station in an academic classroom, computer lab, school library, or at home is a great way to turn sedentary computer time into more active computer time. The active games compatible with computers (i.e. Gamercize steppers, FootGaming pads, Plug -n- Play games, etc.) are easily stored under a desk or against a wall.

Space allocation may be a concern but should certainly not discourage the use of active gaming in the physical education classroom or at home. Determining the type of space you have available is an important first step when considering the purchase of active gaming activities. The space you have abailable will most likely influence the active games you are capable of purchasing.

Monday, September 20, 2010

Criticism #4: Active Gaming Breaks the Piggy Bank


The 4th criticism regarding active gaming being discussed in a series of seven blog posts is "Active Gaming Breaks the Piggy Bank". This critique suggests that active gaming is too expensive and not necessarily feasible to consider in the physical education classroom. While there is certainly merit to this critique, let me discuss and share available,reasonable active gaming alternatives:

Active gaming has been identified as being an expensive investment and many parents and schools may deem the expense to be unrealistic. School administrators would understandably need to make decisions related to costs versus the benefits. However, there are active games that are affordable. A variety of Dance Dance Revolution pads are available for under $20.00 a pad and active games such as the Gamercize steppers, Nintendo Wii, Xavix Sports, etc can be purchased for under $300.00 each. Additionally, depending on the active game selected (Gamercize, Cateye GameBike, Nintendo Wii, etc.) the activities are compatible with multiple video games which fosters sustainability with children. Therefore, after the investment in the equipment, the type of game played can continue to change providing a higher return on investment. Creating a full functioning active gaming room may not be a reasonable task immediately; yet, taking small steps toward this goal to continue to add new activities each year or as funding is available is feasible.

At home, research suggests over 90% of children play video games or computer games. Considering many active games are operated using a traditional game console (Nintendo Wii, PlayStation2, PlayStation3, Xbox 360, etc.) or through online game play, the gateway for children to be active in their homes is increasingly available.

Schools will find that there are several funding initiatives available that can provide resources for purchasing this technology. The federally funded Carol White Physical Education Program Grants provide physical education programs with funding in amounts ranging from just over $100,000 to nearly $600,000 (United States Department of Education, 2009). These grants are specifically targeted for the improvement of physical education programs and can provide funding to facilitate such program initiatives. The Robert Woods Johnson Foundation grants for the prevention of childhood obesity (Robert Woods Johnson Foundation, 2009) also has funding based initiatives that not only look at increasing physical activity levels among children and adolescents but also at the impact of active gaming on these variables. State and local funding is also available for physical activity and technology initiatives providing multiple possibilities for funding active gaming equipment.

Thursday, September 16, 2010

Criticism #3: Traditional Physical Activity is Better than Technology-Driven Physical Activity


The #3 Criticism to be discussed, out of the seven previously mentioned, is the concept that traditional physical activity is better than technological physical activity. My initial thought...“Who cares, we are not in a competition." We are promoting appropriate physical activity. At this point, with the obesity rates high and physical activity levels low, we need to take what we can get: traditional or technological (active gaming). Let me further explain...

We know traditional physical activity provides a multitude of benefits to participants. There may be benefits that traditional activity provides that active gaming does not; yet, research continues to support active gaming as an appropriate and acceptable physical activity. More research is needed to identify all of the benefits participating in active gaming may provide; however, in regards to the National recommendations, we know participating in technology driven activities can provide moderate to vigorous physical activity experiences. Regardless, this is really not the point. The point is that traditional or “reality” physical activity is not engaging or appealing to all children and adults. The National physical activity recommendations for both children and adults are not being met. It is clear that individuals are simply not choosing to be traditionally active. They are more motivated to participate in sedentary behaviors such as those involving technology (i.e. video games and computer games).

We have one common goal: To increase physical activity levels. Should it matter how this goal is met as long as the activity involved is appropriate and healthy? Active gaming may even prove to encourage participants to become more traditionally active by producing a gateway effect linking virtual play to “reality” play.

Think about this question, “How is traditional physical activity better if individuals are NOT doing it”? If active gaming increases voluntary physical activity levels and is considered an appropriate physical activity, why discourage its use opposed to more sedentary behaviors? Times have changed; society has changed; the economy continues to change; maybe the way we exercise is changing also.

Active gaming is an appropriate physical activity: Get your Game On OR Go Outside and play. Either option Wins over being inactive!

Monday, September 13, 2010

Criticism #2: Why Would We Encourage More Screen Time?


In my previous blog discussing Criticism #1, “Just go outside and play”, I mentioned the average person spends over 40 hours of sedentary time a week in front of some sort of screen (TV’s, computers, video games, iPods, cell phones, etc.). Recommendations suggest that time spent on sedentary recreational screen activities should not exceed 2 hours per day. Obviously, the average individual spends more time in front of the screen than recommended, and a good portion of screen time is spent playing video games. Why is this an issue? Amongst many, a main concern is that this time spent in front of screens is sedentary. Globally, as sedentary screen time has increased, so have the obesity levels. So, do you want the good news or bad news first?

One thing experts are more than confident about: Screens are not going away! Not only are they not going away; but, more engaging upgrades, cooler graphics, and appealing features to the previous screen-based products continue to evolve. The battle of getting children away from screens is going to be a long and difficult one. Screens are here to stay.

Now entering the positive zone:

Exergaming, the genre of active games related to video game play and exercise, makes sedentary screen time more active. Exergaming is not intended to add or promote additional screen time for individuals. Exergaming should be considered a replacement for the sedentary time already spent in front of a screen. Therefore, using active gaming is not promoting additional sedentary screen time. In fact, due to the already known benefits that physical activity provides, promoting active screen time may encourage individuals to then want to become more voluntarily active away from the screen.

Additionally, if you were given two options: 1)Children refuse to be active outside and due to a variety of reasons stay inside to play; a large portion of that time is spent in front of a screen watching television or on computer play or video game play; or 2)Children agree or even choose to become physically active by playing an active video game instead of engaging in traditional sedentary behaviors. Which would you choose to promote?

Bottom line, if they are going to use screens anyway, why not make it active?

Wednesday, September 8, 2010

Criticism #1: Just Go Outside and Play



From the previous blog outlining various critiques regarding active gaming, this is critique #1 our of 7 that will be discussed in the next few weeks:

“When I was your age, I used to play outside until the street lights came on.” We still say it and we still believe it. As an advocate of physical activity, there is really nothing better than seeing children outside playing, moving their bodies, and exercising. Unfortunately, in today’s society I find myself more excited to see children riding bikes or playing pickup games in backyards because there is a lack of "outdoor" play taking place. Most of us are aware that the recommendations for children to acquire a minimum of 60 moderate to vigorous physical activity minutes is not being met. For a variety of reasons, including our societal saturation in technology, children are just not being active. Many children suggest using computers, texting, and playing video games is simply more FUN!

Children suggest that the most important element in life is having fun. If this is true, then it is our job to make exercise more engaging and more fun! How do we do this? How do we make exercise more enjoyable then the gizmos and gadgets our children desire? Especially in a society where children are growing up more overweight yet less confident in moving their bodies. Are physical education teachers fighting a losing battle? One thing is apparent, technology is not going away. Video games are not going away. They are only becoming more popular and more appealing.

Active gaming is aligned with this generation’s desires by engaging the user through the use of technology. Children are able to play the games they love while being active. We all wish children would just “go outside and play”; but they are not. The truth is, they are spending over 40 hours a week in front of a screen. OVER 40 hours a week – a full time job of participation in sedentary behaviors. So, if I asked you this question “Would you rather a child be active, playing a technology driven game, or be sedentary” how would you respond? Seems like a simple answer but many battle this idea of allowing children to be active playing a video game. Until we find a solution that makes children go outside and play, I would rather accept an active game over a sedentary behavior. I would rather tell a kid to go get their Game ON and encourage the voluntary physical activity in hopes that participation in active gaming may influence traditional physical activity involvement as well. Active gaming is one solution that gets kids moving, having fun, and enjoying exercise.

Monday, September 6, 2010

Critiquing Active Gaming


Active gaming is growing in popularity and the idea of increasing children’s physical activity by using 21st century technology is largely accepted by many including physical educators. There are still questions and criticisms related to accepting this contemporary concept as a method of increasing children’s physical activity. Some criticisms have merit and should certainly be considered before implementing active gaming in the physical education classroom.

At the University of South Florida as well as other Colleges and Universities, researchers are interested in learning more about active gaming, including such criticisms, in order to inform others of the potential positive and/or negative effects these activities may have on various populations. Many critisims are understandable, some are true, and others merely myths. Regardless, all should receive attention in order for physical education teachers to understand how to appropriately use active gaming in the classroom. Advocacy of active gaming in physical education is warranted only when these activities are properly implemented using best practices. Please refer to the position paper developed by a NASPE committee in order to learn more about how to appropriately implement technology in the physical education classroom.

In a journal article, I discuss seven main criticisms of active gaming that have been the topics of conversations in the media, at conferences, or in direct dialogue: 1) Just go outside and play, 2) why would we encourage more screen time, 3) traditional physical activity is better than technological physical activity, 4) active gaming breaks the piggy bank, 5) active gaming takes up too much space, 6) durability and service is problematic, and 7) children will get bored. Although there are certainly other questions and concerns related to active gaming, I feel as if these seven criticisms have been more commonly discussed due to the obvious concerns regarding the promotion of active video games and other related technologies in the physical education classroom.  I truly believe any issues physical education teachers may have regarding active gaming must be discussed before these activities can be implemented to promote a quality physical education program. During the next couple of weeks, I will discuss each criticism in terms of validity and the myths related to active gaming. Check back frequently or set your google alerts to send you automatic updates so you do not miss out on these important discussions.

Wednesday, September 1, 2010

Exergaming: Is There a Gateway Effect

One valuable question regarding active gaming is if there is potential to transfer the virtual game experience to reality. This transfer is often referred to as a gateway effect. Exergaming, a genre of active games that included video game play with physical activity, is regularly criticized because of the video game component. The below article is not only interesting but possibly significant to 21st century physical education teachers who may be considering implementing active gaming in their classrooms. The article discusses video game play in terms of there being a correlation to traditional sport play:


Research shows kids who play video games more likely to play real life sports
July 8th, 2010 11:40 am CT.
Wii Sports Tennis
Photo: nintendo
A study noted by TIGA, an association that represents the UK games industry has pointed to a new study published by ESSEC, a leading business school in France that shows playing sports in video games has the capability to increase participation in real life sports amongst young men and adolescents.

The study affirms that, "38 per cent of boys under the age of 21 who play sports games on active video game consoles practice their favorite virtual sport in real life and 75 per cent of video gamers participate in some kind of real sport. The more they play active video sports games, the more likely adolescents are to practice sports."

“Video games are frequently demonized,” said Thierry Lardinoit, Head of the International Sports Marketing Chair, and Head of the Marketing Department at Essec. “We now know that these fears are unfounded. While it is difficult to fight against the consumption of video games, which has become more and more widespread among youth, we can use this consumption to further the realistic goal of encouraging physical activity among adolescents.” He goes on to add, "“There is a strong correlation between playing video games and participating in real sports. Watching television is a threat to physical activity. Video games are not, however."

While it is obvious that video games were previously designed solely for the purpose of entertainment, concerns about childhood obesity as well as the detrimental effects it can lead to later in life have always been something the gaming industry and community have been forever battling. In the wake of such contentuous issues, Nintendo teamed up with the American Heart Association following the lauded success of the Wii. Additionally, Sony and Microsoft have professed an interest in creating an active gaming environment with their impending Move and Kinect motion-controlled peripherals.

Jason Kingsley, a TIGA Chairman and CEO and creative Director of Rebellion, noted for their recent Alien vs. Predator title, stated, “People play video games for enjoyment, but it is good to see this new research highlighting one of the positive spill-over effects of video games. This is important. Too often the benefits of video games can be overlooked.”

Pilot data at the University of South Florida demonstrated similar results regarding virtual sport play influencing traditional sport play. So, although more research is needed, you may not want to discredit the value of active video game play just yet.

Monday, August 30, 2010

User Engagement: Engage Them then Educate Them

My husband recently presented at The World Congress Annual Leadership Summit on Mobile Health (mHealth) in a workshop titled "Consumer Engagement Through New Media - Mobile, Video Gaming and Virtual Worlds”. The more I have learned about this workshop, the more I have realized another way to understand active gaming in physical education. Have you heard of the term consumer engagement (CE)? The presenters in this workshop discussed the importance of CE in the 21st century in terms of getting consumers engaged (in a product or brand) in order to sustain, maintain, and retain them ultimately enhancing a business. My husband said, “Really that’s what it sounds like active gaming should be in physical education – but more like user engagement. Engage the kids then educate them.” Coming from a business mind and someone that still thinks dodge ball (the big red ball that eliminated the same kids each game) was the greatest game ever in physical education; I was hesitant to admit that he was absolutely correct. User Engagement….engaging the users or what we consider to be our students first! Then educate them about living a healthy lifestyle. After all, in the academic classroom teachers must triumph in engaging the students attention in areas such as math, science, or history in order for the students to perform successfully.

In a previous blog the importance of entertaining individuals during exercise, exertainment, was discussed. Additionally, the concept of children wanting to play and have fun being their top priority was discussed. If children do not enjoy the task, they will not continue doing it. Make it fun, and they are likely to continue the task. Children love technology, especially video games. They are appealing, motivating, and most importantly, engaging! Active gaming is a great tool for physical education teachers to use in order to engage the users (students) then educate them. Once students are active and realize exercise is enjoyable, physical education teachers can then teach students the value and importance of exercise as well as develop the necessary skills and confidence needed to maintain an active and healthy lifestyle into adulthood.


Active gaming "user engagement" – I like it. Engage them then educate them. Sounds like successful 21st century teaching and learning!

Friday, August 27, 2010

The Case for Exergaming (Active Gaming): Systems by Wii and Others Force Players to Break a sweat


I found the below recently published article "The Case for Exergaming (Active Gaming): Systems by Wii and Others Force Players to Break a sweat" to be a nice read from the Chicago Tribune. The article discusses active video games as well as the support from the American Academy of Pedriatrics for using active video games to encourage physical activity among youth:

"Whew-hew," yells Lorelei Mansfield, throwing her arms in the air. Her breath is audible and the smell of sweat is in the air — par for the course for a boxer dealing some serious rough justice.

Then she puts down the controller and heads to the kitchen for some fruit snacks.

Today's video games have very little to do with that Atari system boxed up somewhere in the garage. For nearly three decades, the only physical sign of someone having played video games was a thumb cramp. Now, the virtual reality of many games requires players to punch, throw and swing. And that, according to some studies, is helping keep video game players in better physical shape than in decades past.

The American Academy of Pediatrics this year said the magic words gamers have dreamed about for decades: Playing video games actually can be considered exercise. That especially applies to Wii Sports and Konami's Dance Dance Revolution, in which users go through the motions to make their virtual counterparts perform. Boxing, martial arts, basketball, archery, bowling, table tennis and more can be simulated in one's own living room. The key is to stand up and participate in what's being called "exergaming."

"Exergaming is beneficial because it keeps (kids) in a culture of movement as opposed to a culture of (inactivity)," Dr. Michael Rich, the director of the Center for Media and Children's Health at Children's Hospital in Boston, tells the American Academy of Pediatrics newsmagazine.

A study published in the journal Pediatrics showed that participation in intense games such as Wii Boxing or Dance Dance Revolution was comparable to moderate-intensity walking. But another article in the same issue said that though exergaming uses significantly more energy than sitting around pushing buttons, those games don't provide as much benefit as participating in actual sports.

In other words, gaming nerds aren't totally off the hook.

"Unless you do resistance-type exercise, you won't gain a lot of strength," says Dr. Robert Dimeff, sports medicine director at the University of Texas Southwestern Medical Center. "To get cardiovascular benefits, you'd need to get your heart rate and blood pressure up."

Getting beat by an 8-year-old at Wii boxing will get the blood pressure up, all right.

A firsthand look at five kids, ages 5-12, playing Wii Sports and Wii Sports Resort, shows that the games generate a lot of action among players.

Yelling, bickering and controller tug-of-war are optional.

"I think that (action games) are more fun because they're active," says Tony Romano, 12, of Clayton, Calif. "It feels more real when you're standing and playing. You feel like you need to win."

The kids really get worked up playing Swordplay, where the on-screen weapon looks like it's made of wood (probably to cut out the gore caused by a blade). It requires players — whose avatars stand atop a round platform in a large stadium — to defend, strike, parry and basically beat their opponent until they fall into the water below (far enough to allow pre-splashdown gloating). The harder the swing, the more powerful the attack, which gets the blood pumping.

Ron Rogers of Brentwood, Calif., only lets his kids play Wii on weekends. But when they do, he can tell the difference between the active and nonactive games.

"They end up all sweaty and red in the face from all the jumping and twisting and punching they do while playing," he says. "They're jumping the whole time and moving their arms about. We always say it makes us feel better about them playing video games because they get such a good workout."

The workout, of course, depends on the level of commitment. Mickey DeLorenzo, a 25-year-old Philadelphia man, began a semifamous fitness regime in December 2006, playing Wii for 30 minutes a day for six weeks."

Chicago Tribune

A few important take home messages:

1. As with any physical activity, active games are only as beneficial as the intended use of the games. As the above quote mentions, "the workout...depends on the level of commitment."

2. This article focuses on Nintendo Wii and Dance Dance Revolution. There are many more active games available that produce similar and/or different health benefits. Resistance training (muscular strength improvement)can be developed with a variety of active games.

3. Active games have the potential to replace sedentary screen time because of the whole body immersion that children enjoy: "I think that (action games) are more fun because they're active," says Tony Romano, 12, of Clayton, Calif. "It feels more real when you're standing and playing..."

Why not let tell them to "get up and go get your game on"...

Wednesday, August 25, 2010

A Lesson in Physical Education for Active Gaming

An article by Examiner.com interviewing Mark Manross, the Executive Director of PE Central, was recently released discussing the active gaming section of the PE Central website. See what Mark had to say about the new section:


A Lesson in Physical Education for Active Gaming

The newest trend in fitness is getting kids moving in their own homes by engaging them in healthy play. The trend, that gained most of it's momentum from Nintendo Wii, is called Active Gaming, or exergaming, and is now increasingly being used in schools.

This month the award winning website "PE Central" has launched a new section to help guide and advise physical education teachers in the increasing use of Active Gaming in school. Examiner caught up with the Executive Director of PE Central and former phsycial education teacher himself, Mark Manross.

Mark was awarded the Presidential Citation from the National Association for Sport and Physical Education (NASPE) in 2004 and in the following year one of the most prestigious awards given by NASPE, the Joy of Effort Award, for his work with PE Central. Mark explains the rationale behind adding this technology genre into his premier website resource.

EXAMINER: What is the purpose of PE Central and why was it started?
Mark: The purpose of PE Central is to provide the latest information about contemporary physical education programs for children and youth. We wanted a place for K-12 physical education teachers to get and exchange lesson ideas and other information that was pertinent to professional physical educators. The site began 14 years ago.

EXAMINER: Where do you get your lesson ideas from, are they free for teachers?
Mark: Lesson ideas are submitted and shared by visitors (bulk of which are practicing K-12 physical education teachers) to our site. They are then reviewed by our Managing Editors and Advisory boards who are all volunteers. If an idea is chosen for publication on the site the authors name and
affiliation is listed on the idea and they receive a $50.00 gift certificate from our sponsor, S&S Worldwide.

EXAMINER: What or who first drew your attention to Active Gaming (AG)?

Mark: Dr. George Graham, our company President and Co-founder began studying these types of activities at Penn State and he shared his interest with us. Then we heard that the state of West Virginia gave many DDR's to teachers and we began hearing more and more about this type of educational activity. Lisa Hansen, a professor at the University of South Florida, then contacted us about doing a section. Lisa represented this technology in NAPSE PIPELine with Active Gaming and Interactive Fitness workshops and we are proud that it has debuted and that Lisa is taking care of the section.

EXAMINER: Why do you think it is important to have a section on PE Central dedicated to AG?

Mark: Mainly because it is so new and so many teachers are now starting to embrace the concept and the technology. We want to share quality educational practices with the teachers who wish to include this in their physical education programs and we think this is going to grow in the future.

EXAMINER: Who will benefit from the AG section, is it just K-12 PE teachers?

Mark: It is designed for the K-12 physical educator but we heard from a reviewer of the section that she thinks it will be great for after school programs and organizations like the YMCA and the Boys and Girls clubs as they now have access to active gaming. We hope it is beneficial to anyone who is offering active gaming experiences to students of all ages and in many different settings.

EXAMINER: Some teachers fear Active Gaming will take over and run class, could this happen?

Mark: Professional physical educators would never let that happen. We know that our main job is to guide youngsters in the process of becoming physical active and healthy for a lifetime. A piece of equipment or system cannot do that. The teacher will always need to be there to guide, motivate and inspire.

EXAMINER: If you could only chose one page, what is the most valuable content in the AG section?

Mark: At the time of this writing I really like the Teaching Active Gaming page. Lisa has done a nice job in explaining how to properly incorporate active gaming into a developmentally appropriate physical education setting.

EXAMINER: AG is expensive compared to traditional PE equipment, how does PE Central address this?

Mark: For now we have a Fundraising/Grants resource page as teachers will need to use a fundraiser or find a grant to help raise money for some of the equipment that is involved in active gaming.

The PE Central website is http://www.pecentral.org and the Active Gaming section can be found at http://www.pecentral.org/activegaming/

Tuesday, August 24, 2010

Active Gaming in Physical Education: Sharing an Experience

Today I had an interesting email conversation with a young woman working to complete her undergraduate degree. She has a passion for implementing active gaming in physical education; however, the University she attends does not offer such a degree. This was her email:

"I found you through the PE Central site, and knowing that someone was
expanding on this is what got me excited in contacting you.

My mother...teaches Physical Education for K-5 along
with APE, and it is a part of her curriculum. Currently she uses the
Playstation 2 and Wii, with games that use the student's body to
control the outcome. Those games include, DDR games, Eyetoy games,
Happy Feet, Wii Sports, Wii Sports Resort, Wii Outdoor adventure, Just
Dance and many others. Over the years this has acquired many
televisions, gaming systems, projectors and is set up in an arcade
setting, giving the children options in which game they want to play.
She has also acquired controllers that can adapt the games to any
student. Each Physical Education Standard has been applied to the use
of these Active Games in her curriculum.

My mother is more then willing to share, lesson plans, photos, or any
thoughts on how this works in her class room. The both of us have
presented this at the OAHPERD conference and The Council for
Children's Expanded Physical Education (CCEPE) conference for six
years now. This is pretty much what sparked my thoughts into how to
make this into its own degree...I want to help integrate Active gaming technology
into Physical Education..."

I found this email worth sharing for several reasons. First, this young woman's mother is implementing active gaming as a "tool" and aligning the activities with the Physical Education Standards. This is exactly what we are wanting physical education teachers to do when using active gaming. Next, her mother is an experienced teacher and is passionately sharing or willing to share more information about how active gaming is used in the physical education classroom. Her past presentations (6 years) at conferences as well as expression to share with us lesson plans, photos, and thoughts on the PE Central active gaming website demonstrates a physical education teacher that truly desires to help other educators implement these activities appropriately in their classroom. Additionally, this young girl does not necessarily want to teach; she just wants to help others implement these activities in physical education. She was truly searching for a way to have an active gaming degree developed. Furthermore, the PE Central Website initiated this conversation and “connection”. I hope others will understand the value and impact sharing on this website has on promoting quality physical education.

I do hope her mother shares ideas with us so we can learn from others using active gaming in their physical education classrooms. I also wish this young woman the very best on her journey to assist others with active gaming in the physical education classroom. I was simply intrigued!

Monday, August 23, 2010

We All Just Want to Have Fun! Get Your Game On...

It was a beautiful Friday morning. There was just enough time to get my workout in, shower, and get to campus for a meeting. My gear was on as I was ready for a longer run of the week. Gel packs, check! Shoes tied, check! Sun screen applied, check! New songs on the iPod, check! iPod charged….OMG! How could I forget to charge my iPod? My demeanor dramatically changed. My iPod was my savior from extreme boredom of exercise. The music entertains and engages me assisting in making exercise more enjoyable. Could I go so far as to say it makes exercise more fun when I should enjoy working out regardless of the entertainment provided? I actually tried to rationalize with my mind why I really needed to run that day. My eight mile run turned into three miles as I thought of running an additional five with little to engage me along the way. I realized my iPod truly did make exercise more fun. Exertainment, Exercise and Entertainment, at its finest. How many times have you gone to the gym to do cardio and not listened to music, watched television, read a magazine, or talked to a friend? Probably not often. My point is that we all want to enjoy the activity at hand; and if we do, we are more likely to continue doing it.


Research suggests that the most important element in a child’s life is having fun. Studies also demonstrate children will more likely remain engaged or continue an activity if they consider it enjoyable. If this is the case, it is our job to figure out how to make physical activity more enjoyable. What worked 30 years ago may not be as successful with this generation. What works now may not work five years from now. We need to continue to educate ourselves on appropriate, modern tools that children may find enjoyable and motivating in which they will develop a desire to voluntarily want to be physically active. Active gaming is an appropriate and modern tool that the current generation relates too and undeniable enjoys.

Dr. Ernie Medina, a medical doctor at Beaver Medical Group in California, presented at a conference and posted two pictures: One of an adult running on a treadmill and another of an adult running on a mat while playing a Jackie Chan video game. The tag line said, “Bottom Line...The Heart Doesn’t Care!” I think this really puts physical activity into perspective.




If children will voluntarily choose to participate in an active game opposed to a more sedentary behavior, why not suggest this is a positive behavior? When implemented appropriately in physical education, active gaming can be a fun, healthy, active learning experience – a recipe for successful teaching and learning experiences in the PE classroom.

Wednesday, August 18, 2010

Active Gaming: Oh, You Mean the Wii?

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!

Monday, August 9, 2010

Welcome to PE Central - Active Gaming Blog

Welcome to our Active Gaming Blog. The purpose of this blog is to provide you with appropriate, updated information regarding the field of active gaming with a primary focus on applying the information to the physical education classroom. Please take a few minutes to check out our PE Central active gaming website at http://www.pecentral.org/activegaming/. At this PE Central website you will find relevant information such as teaching tips, resources, websites, videos, pics, and frequently asked questions regarding active gaming.

Additionally, I encourage you to submit new lesson ideas regarding how you may be using active gaming in your physical education classroom. A gift certificate will be rewarded for each PUBLISHED lesson idea! A great way to earn spending money for additional equipment for your classroom and students.

We look forward to keeping you up to date with active gaming information. Contact us anytime!

Lisa Hansen