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.”