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.
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