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.

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