The article below has been circulating and came across my computer multiple times via google alerts and social networking posts. I find it interesting that someone with traditional beliefs speaks openly about the importance of using technology, including active gaming in phyiscal education classes. See the article below or here:
Champaign, IL (PRWEB) August 18, 2011
The 10 Ways to Start a Wellness Revolution in American Schools
According to the late Phil Lawler, fitness-based physical education focusing on health and wellness has been proven to make students healthier, smarter, and better behaved. Unfortunately, the man deemed the "Father of the New PE" by Dr. Kenneth Cooper thought the majority of American educators, school board members, and parents were still unaware of the research regarding the positive impact of exercise on the brain. In an age where physical education programs continue to be cut or deemphasized, Lawler believed that awareness and understanding levels must increase dramatically, as detailed in the forthcoming book "Game Changer: Phil Lawler's Crusade to Help Children by Improving Physical Education" (Human Kinetics, September 2011).
“The research on exercise’s positive impact not only on health—which is big enough in this era of childhood obesity—but on learning readiness, as well as behavior and mood, means PE needs to be the foundation of the whole education process,” said Lawler, who passed away in 2010. "Game Changer," written by the nonprofit organization PE4life, pays tribute to his wellness-based approach to PE that energized a revolution in the world of education. To advance this movement faster, the book pinpoints 10 key factors that represent Lawler’s approach to transforming education through fitness-based PE and movement-based learning:
1. Create awareness in your community and beyond. “It’s simply a shame that more people—educators, parents, the media—don’t know about the powerful research supporting exercise as a learning-readiness tool,” said Lawler. He believed a large-scale campaign of education and communication was needed.
2. Target school boards, administrators, and parents. Principals, superintendents, school board members, and parents all have to buy in to the exercise-for-learning message. According to Lawler, “They need to fully understand and accept that kids that are more fit not only are healthier but also more ready to learn. They also behave better in the classroom.”
3. Make technology a cornerstone of physical education. Lawler thought that exergaming was the future of PE and, to a larger degree, the future of education in general. Exergaming combines the latest technological advances with state-of-the-art exercise equipment to provide students with a practical and enjoyable way to increase their fitness levels and cognitive functioning.
4. Continually strive to be innovative. School administrators need to keep finding new ways to keep children engaged and active. “Bottom line, we need to constantly be rewriting the book on PE,” Lawler stressed. “It needs to be Real World PE 101, PE that makes sense to students, parents, and the public for a lifetime.”
5. Incorporate more movement in the classroom. Integrating movement into the education process, throughout the day and in the classroom, is the cornerstone of changing the way education is done. Conducting lessons while standing up or moving around the classroom is a step in the right direction because neuroscience has shown that movement facilitates cognition and that knowledge needs to be translated to the classroom.
6. Make physical education part of the scoreboard. In most situations, PE is not part of a student’s grade point average (GPA). With the new PE, there’s no logical reason for physical education not to be part of students’ GPA. “A student’s PE grade—if the PE program is health and wellness based—needs to be part of the GPA,” Lawler emphasized. “If not, you’re sending the message to students and parents that PE isn’t important.”
7. Constantly emphasize the link between the body and the brain. Enhancing the learning process must always be the major reason that physical education and exercise should be part of every curriculum. Lawler credited the growing mound of research on the positive impact of exercise on the brain for his belief that physical education will ultimately be the hub of the education wheel.
8. Get the community involved. Since this is a challenge in education and funding, more and more people are needed to spread the message about how fit children are smarter, better behaved, and healthier. Corporate America also needs to fully understand what this all means for their own future and the future of this country.
9. Revamp college programs for physical education teachers. In an environment where childhood obesity rates are increasing and overall fitness levels are declining, a health and wellness model must be the focus of PE training programs in order for physical education to meet the needs of 21st-century students.
10. Research to drive the revolution. Without research supporting the new PE philosophy and highlighting the benefits of exercise for academic performance, there will never be enough momentum to result in a paradigm shift in the world of education.
If these 10 factors are undertaken in earnest as Lawler suggested, this revolution can be expedited and begin enhancing the lives of more children. “I would bet that 97 percent of the country is still closer to the old PE than they are the new PE,” he admitted. “That’s completely unacceptable given the powerful research demonstrating the benefits of exercise in a learning environment.”
Read more: http://www.digitaljournal.com/pr/395753#ixzz1VfpX6Ule
Sunday, August 21, 2011
Thursday, August 11, 2011
Active Gaming's Global Appeal
We are lucky to have a guest blogger, Richard Coshott of Gamercize, provide us a look at how active gaming is growing in popularity in the UK. What he has written below demonstrates the global attention active gaming is receiving in physical education classes. Thank you for sharing Richard:
When you think about Active Gaming (AG) you may be thinking about images of Wii Bowling in retirement accommodations, or maybe mom’s keeping up with a Jillian Micheal's fitness regime after the kids have left for school. Another perception you may have comes from the “gaming” aspect of AG, which gives the impression that it’s more of a “boy’s” activity. In my experience with my company Gamercize, I’ve found this is far from the case. Active Gaming is much more than this, and has a much wider appeal, global appeal in fact.
My company, Gamercize, works with many different types of active gaming users, including teachers and schools, and providers products and services to help every person be more active by changing sedentary screen time into active screen time.
One service we provide is a PE Teacher familiarization and training day, to bring PE and technology together, almost like a hands-on “Show and Tell”. These days are a great way to give us a chance to test out the reactions to different types of games, reaching out to new demographics, and acquire useful feedback from students. One event that appeared to offer different challenges was for a girl’s school. We took along a good selection of games, finding the Xbox 360 offered more variety than the PlayStation 3, that has predominately shooting or racing games. The fun part about the equipment we used was any game would work, the active part of the active gaming being to keep stepping to play.
The XBox 360 video game console supports 4 players, although most readily available and popular games available for them support two players per console. There are options for up to 16 players “linked” and countless social interactions available with online play. The cost per station is far more attractive for multiple players per console and the offline play mode makes it much easier for the teacher to be in control of the session without outside influence.
In the UK the adherence for girls in PE is generally lower than for boys, especially at the age range we had at this school, the teens. Some problems have been recognised and addressed, for example not mandating gym skirts and allowing sweat pants or shorts not appropriate for PE wear, but this group remains the most difficult to keep engaged in class. It’s difficult for teachers to keep to curriculum and progress the children if they only sporadically attend class; I was given the job of working out how to engage them more.
The easiest games to engage boys with are sports games, would the same be true for girls? Sports worked well, but it was clear the girls wanted more variety, so to engage the whole class we had to do a lot more. After changing games on the consoles a couple of times we settled into three different genres on all three consoles. Sports was still popular, fantasy racing won out over pure racing simulation and the last genre turned out best; fantasy adventure. This kept the whole class active and happy, and pleasantly surprised as they were expecting traditional gym work for the lesson, not active gaming!
What surprised me was about half the 16 year old’s in class had arrived not intending to take part in the expected gym class, with parental notes and the old “forgotten kit” excuses. I did wonder how many would have skipped PE had they known Gamercize would be there? From the feedback we had, the girls who were not planning to engage in the class appeared more keen on the active gaming class, with many asking if the equipment would be available next week.
One group that knew active gaming was coming to school was the teachers. After running the classes it is normal to use the equipment as an “ice-breaker” with the teachers and to wind down before reflecting on the lessons learned from the day’s classes. It was long past time to pack up and get on the road, but the competitive nature of PE teachers was overriding the message from the school clock. Of course do-overs were the order of the day as we battled it out with Super Monkey Ball Grand Prix.
The only other time you will see engagement over such wide demographics is with traditional sedentary video games. Although technology is not normally associated with the Physical Education department, the active version of video games looks very promising for attendance rates. The teachers certainly saw the appeal, which is always more conducive in a hands-on environment when the reactions of students can be seen first hand and the equipment tried out by all ages.
Sunday, August 7, 2011
Active Gaming in PE - See it for yourself!
Researchers at the University of South Florida have been conducting studies to better learn how active gaming fits in the physical education classroom as well as the academic classroom. This is an educational video of active gaming and how it relates to the academic and physical education classroom - http://www.youtube.com/watch?v=wBv1LBpHGIM
Wednesday, August 3, 2011
Using games for a healthy lifestyle has definitely become more popular today. Recently, a journal was released that focused on Games for Health. One focus in the journal is articles regarding active games or exergames. This journal will be a great resource to follow recent publications from research conducted with active gaming. See the article regarding this journal here and below:
Games for Health: Research, Development,and Clinical Applications; A Groundbreaking New Journal
on the Applications of Digital Games to Human Health
New Rochelle, NY, July 13, 2011–Mary Ann Liebert, Inc. announces the launch of Games for Health: Research, Development, and Clinical Applications (G4H), a new, peer-reviewed journal dedicated to the development, use, and applications of game technology for improving physical and mental health and well-being. The Journal breaks new ground as the first to address this emerging, widely-recognized, and increasingly adopted area of healthcare. Published bi-monthly, Games for Health: Research, Development, and Clinical Applications will be released in fall 2011.
Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification to self-management of illnesses and chronic conditions to motivating and supporting physical activity. Commonly used applications include mobile phone-delivered games that track daily exercise and “exergames” that require physical exertion in order to play (e.g., on platforms such as the Nintendo Wii, Sony PlayStation Move, and Xbox Kinect). Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters.
Billions of dollars and immeasurable hours of research and development are being invested in developing and employing sophisticated software and technologies that deliver tailored, personalized game-based healthcare interventions. Games for Health: Research, Development, and Clinical Applications will provide a print and online forum for peer-reviewed research articles, new system and game reviews, field news and reports, convention and event announcements, book reviews, and point-counterpoint discussions to support professionals in the field.
“This research journal will be an authoritative and influential resource for decision makers who purchase, use, prescribe, recommend, design, publish, fund, or invest in digital games for health, and it will serve our research field and its related academic disciplines in many valuable ways,” according to Debra Lieberman, PhD, Director of the Health Games Research national program at the University of California, Santa Barbara. “The Journal will be a starting point for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care.”
Forthcoming articles for early issues of Games for Health: Research, Development, and Clinical Applications include research on the effectiveness and design strategies of:
•Games intended to develop the social skills of people with conditions such as autism
•Exergames aimed at motivating more activity in physical education classes
•An alternate realty game designed to increase physical activity
•Exergames for young adults and families
•Games to help treat eating disorders and habits such as smoking
•Games to improve cognitive function in older adults
•The use of simulations to help develop the interpersonal skills of family members of veterans suffering from PTSD
“The benefits of games for health—from autism to Alzheimer’s to heart disease and other illnesses and conditions—are demonstrating significant promise for improving the way people manage their health and for the delivery of care both in and out of the hospital setting,” said Mary Ann Liebert, president and CEO of Mary Ann Liebert, Inc. “Games for Health: Research, Development, and Clinical Applications is a critical and much-needed forum for this evolving area of healthcare.”
The new journal is under the editorial leadership of Bill Ferguson, PhD with expert input from a diverse editorial board which includes researchers: Debra Lieberman, PhD (University of California, Santa Barbara); Tom Baranowski, PhD (Baylor School of Medicine); Martin E. P. Seligman, PhD (University of Pennsylvania); Adam Gazzaley, MD, PhD (University of California, San Francisco); Peter Bingham, MD (University of Vermont); Barbara Chamberlin, PhD (New Mexico State University); Wei Peng, PhD (Michigan State University); Sam Yohannan PT, MS, (Cornell Medical Center); and many other leaders from the research community. Industry, technology, and other experts on the Editorial Board include Jim Bower, PhD (Whyville), Ron Goldman (Kognito) Benjamin Heckendorn (The Ben Heck Show), Ernie Medina, Dr. P.H. (MedPlay Technologies), Ketan Paranjape BS, MS, MBA (Intel Corporation), Russell Shilling, PhD, Capt. USN (DARPA); and Eric Zuckerman, DO (Pediatric IBD Foundation).
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking; Telemedicine and e-Health; and Population Health Management. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at our website.
Games for Health: Research, Development,and Clinical Applications; A Groundbreaking New Journal
on the Applications of Digital Games to Human Health
New Rochelle, NY, July 13, 2011–Mary Ann Liebert, Inc. announces the launch of Games for Health: Research, Development, and Clinical Applications (G4H), a new, peer-reviewed journal dedicated to the development, use, and applications of game technology for improving physical and mental health and well-being. The Journal breaks new ground as the first to address this emerging, widely-recognized, and increasingly adopted area of healthcare. Published bi-monthly, Games for Health: Research, Development, and Clinical Applications will be released in fall 2011.
Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification to self-management of illnesses and chronic conditions to motivating and supporting physical activity. Commonly used applications include mobile phone-delivered games that track daily exercise and “exergames” that require physical exertion in order to play (e.g., on platforms such as the Nintendo Wii, Sony PlayStation Move, and Xbox Kinect). Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters.
Billions of dollars and immeasurable hours of research and development are being invested in developing and employing sophisticated software and technologies that deliver tailored, personalized game-based healthcare interventions. Games for Health: Research, Development, and Clinical Applications will provide a print and online forum for peer-reviewed research articles, new system and game reviews, field news and reports, convention and event announcements, book reviews, and point-counterpoint discussions to support professionals in the field.
“This research journal will be an authoritative and influential resource for decision makers who purchase, use, prescribe, recommend, design, publish, fund, or invest in digital games for health, and it will serve our research field and its related academic disciplines in many valuable ways,” according to Debra Lieberman, PhD, Director of the Health Games Research national program at the University of California, Santa Barbara. “The Journal will be a starting point for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care.”
Forthcoming articles for early issues of Games for Health: Research, Development, and Clinical Applications include research on the effectiveness and design strategies of:
•Games intended to develop the social skills of people with conditions such as autism
•Exergames aimed at motivating more activity in physical education classes
•An alternate realty game designed to increase physical activity
•Exergames for young adults and families
•Games to help treat eating disorders and habits such as smoking
•Games to improve cognitive function in older adults
•The use of simulations to help develop the interpersonal skills of family members of veterans suffering from PTSD
“The benefits of games for health—from autism to Alzheimer’s to heart disease and other illnesses and conditions—are demonstrating significant promise for improving the way people manage their health and for the delivery of care both in and out of the hospital setting,” said Mary Ann Liebert, president and CEO of Mary Ann Liebert, Inc. “Games for Health: Research, Development, and Clinical Applications is a critical and much-needed forum for this evolving area of healthcare.”
The new journal is under the editorial leadership of Bill Ferguson, PhD with expert input from a diverse editorial board which includes researchers: Debra Lieberman, PhD (University of California, Santa Barbara); Tom Baranowski, PhD (Baylor School of Medicine); Martin E. P. Seligman, PhD (University of Pennsylvania); Adam Gazzaley, MD, PhD (University of California, San Francisco); Peter Bingham, MD (University of Vermont); Barbara Chamberlin, PhD (New Mexico State University); Wei Peng, PhD (Michigan State University); Sam Yohannan PT, MS, (Cornell Medical Center); and many other leaders from the research community. Industry, technology, and other experts on the Editorial Board include Jim Bower, PhD (Whyville), Ron Goldman (Kognito) Benjamin Heckendorn (The Ben Heck Show), Ernie Medina, Dr. P.H. (MedPlay Technologies), Ketan Paranjape BS, MS, MBA (Intel Corporation), Russell Shilling, PhD, Capt. USN (DARPA); and Eric Zuckerman, DO (Pediatric IBD Foundation).
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking; Telemedicine and e-Health; and Population Health Management. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at our website.
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