Friday, December 21, 2012

Active Christmas Gifts!!!

It is that time of year again - Christmas! Everyone knows this is the busiest time of the year to purchase gifts for family and loved ones. I posted a blog this time last year about healthy gift ideas. I feel like the topic is worthy to discuss again this year or anytime the Holidays surface. Children all over the country enjoy playing video games. We know that. We also know that spending over 40 hours a week infront of a screen is taking away from our children being physically active - leading to a rise in obesity levels. If parents can do anything for their children this year it is to replace sedentary gifts with active gifts. For example, purchase games compatible with Microsoft Kinect, Nintendo Wii, Xavix, or a variety of other residential games on the market. Teachers need to educate parents and try to infuence them to make healthier decisions when gift buying. If parents replaced some of the sedentary video games with active games they are already making a conscious, healthy decision for their children and family. We shouldn't let Christmas be a time to be unhealthy. Get up and move! Use this time to be active together as a family!

Saturday, November 17, 2012

Fundraiser for Exergaming Research

A good friend of mine has decided to take a leap of faith, literally, by training to solo sky dive and then taking the big jump on Sunday, November 18th. He is not doing this just as a "bucket list" activity. Richard Coshott, CEO of Gamercize and founder of The Exergame Network (TEN), has decided to dedicate this jump to support quality research for Exergaming. Please read the following blog posted on TEN or visit the website here:

SPONSORED SKYDIVE FOR EXERGAME RESEARCH

The Exergame Network (TEN) is a not for profit advocacy group promoting exergaming that wishes to give students new opportunities to research this exciting new field. I am raising money by way of a sponsored skydive on November 18th 2012 to provide TEN with funds to support new generation researchers with their study costs into active gaming / exergaming. The skydive is a solo jump, which will take 2 days of training that I will pay for myself. All the monies raised will go directly to supporting TEN's aspirations towards quality research in exergaming. The Exergame Network (TEN) has been long aware that the limitations of exergaming are public knowledge, dissemination, application and study design rather than failings in the equipment and the excellent individuals who deliver the experience to the users. To that end TEN has collaborated to give the top questions, and therefore evidence, required to understand exergaming. We need studies to show positive results in the following studies;

1. Energy Expenditure (absolute or comparative) - DONE
2. Adherence of Exergaming - DONE
3. Positive Behaviour Effects
4. Gateway Effect
5. Comparative Enjoyment of PA
6. Health Benefits of Exergaming
7. Family health benefits of Exergaming
8. Cognitive benefits of exergaming
9. Improved social confidence from Exergaming

TEN will ask for study designs to be submitted for consideration and the best of these will be decided by a panel of experts for funding and support. As indicated above TEN thinks there is more to funding a study than most other foundations - TEN wants the right questions, right design and right approach, so the award to successful candidates will not only be money. TEN is providing the following;

1. Cash for research assistants / buy out from class
2. Exergaming equipment donation
3. Dissemination opportunities
4. Publication opportunities
5. Academic Support and Exergaming Expertise

 Way to go Richard and TEN! I will be posting results as well as pictures of the event soon!

Tuesday, October 30, 2012

Just Do It! It Is Really That Easy...

Often when I travel to conferences I have the opportunity to present on active gaming. My latest focus has been on helping teachers understand the most appropriate way to implement these activities into their curriculum. I have been positively surprised at the interest I receive from teachers that truly want to step out of the box and incorporate active gaming in their classes. What they do not understand, hence the purpose of this post, is how easy it is to make this step. The first major issue is always about the money. Teachers that do not have funding are discouraged as they think the activities are all incredibly expensive or they have to have a room full of the games. This is simply not the case. 1. The active gaming field has grown dramatically due to the popularity of the industry. Now there are a plethora of games such as the XBox Kinect and Nintendo Wii that are compatible with a lot of popular games. Some teachers have even stated they already have these video game consoles at home and could bring them to class for their students to enjoy. Also, some students have these games and enjoy being able to bring them in to share during class. The most important aspect is making sure they are not just playing the games, but basing the game play on learning objectives. 2. It is certainly not necessary to have a full room of active games. This actually concerns me as many teachers that do have access to a variety of active games do not appropriately implement them. For example, if I am working on a dance lesson, students should not be playing activities such as makoto, 3 kick, virtual bikes, or virtual boxing games. These activities are most appropriate for a different kind of skill development and/or fitness curriculum. Having just one or two active gaming activities is appropriate and provides the fun motivation for children to be exposed to a variety of physical activities. Once again, implementing active gaming into your curriculum can be EASY. You just have to make that step and Just Do It!!!

Monday, October 8, 2012

Active Gaming Going Mobile?

There are millions of apps available for smartphones today. So many we cannot keep up. Children are learning at an early age how to create/develop new apps - everything seems to be going mobile. Scan coupons, get directions, check the weather, watch television, exercise, or play video games...we are living by our mobile smartphones! There are already several active games created for mobile phones. However, I ran across a company called BitGym and found this idea for exercising using the active gaming concept neat. I encourage you to watch the introductory video (it is very brief). This application is making exercise fun wherever the participant chooses. Teachers, please realize the growing popularity of active gaming should be growing into your classrooms. Children now have opportunities to exercise at home that is fun and convenient. Quality physical education classrooms should be educating children on these types of opportunities to explore to encourage lifelong physical activity behaviors.

Thursday, April 19, 2012

Active Gaming to Compliment Fitness Testing?



For years we have been trying to find a more desirable way to test fitness levels in children. When I was teaching in elementary school I can still remember the sighs' coming from the students when it was time to "run the mile". There is really not much teachers can do about this...cardiovascular efficiency must be tested, right? Finally, there is a study that has been conducted that has set the stage for further research and exploration of how teachers may finally have a way to make testing more fun and motivating. You can find the entire blog on the Exergame Fitness website here.

The objective of the study is as follows:

"Objective: The purpose of this study was to examine whether a correlation existed between the scores of the Jackie Chan Action Run active video game, the one-mile run/walk and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of the FITNESSGRAM® in order to provide a potential alternative testing method for days that are not environmentally desirable for outdoor testing."

I think this study has many implications for physical education teachers. Not only may this active game be an appropriate method of testing students in the future; but, it may also serve as a great way to help students prepare for testing and improve fitness levels in and out of school. The Jackie Chan Action Run video game is feasible in cost and could serve as a great Christmas or birthday present and most teachers would have the funding to include this game in their curriculum!

Friday, April 6, 2012

National Public Health Week

I read a great blog today about National Public Health week (April 2-8). The article mentions active gaming/exergaming in what I believe is a positive and accurate manner. Here is part of the blog that discusses exergaming:

"Furthermore, the recent surge in "exergaming," a term used to describe video games that also serve as a type of exercise, is providing an innovative approach to promoting physical activity. Video games for interactive boxing and dancing get people up and moving, sometimes burning energy at levels comparable to moderate forms of exercise. Some schools have set up exergaming stations, and these interactive exercise sessions have been very popular among students, especially encouraging less athletic, often obese or overweight students to become more active. While these approaches do not solve the problem of physical inactivity for all Americans, they provide creative alternatives to traditional fitness activities and offer an exciting way to reduce sedentary time as well as promote physical activity."

You can read the entire blog here. It is wonderful that exergaming continues to grow in popularity and the physical activity benefits provided by participating in some of these activities are becoming more apparent.

Monday, March 19, 2012

Active Gaming at AAHPERD

Most of you have heard that the AAHPERD conference in Boston this year didn't turn out so well because of the power outage on Tuesday evening. Although many sessions were cancelled as well as the exhibit hall, active gaming sessions were still popular and in demand. There was a pre conference workshop on Tuesday that showcased a number of active gaming products and allowed teachers to be hands on with playing the games as well as developing lesson plan ideas. The workshop was a success thanks to Dr. Helena Baert, Stephen Yang, and undergraduate physical education majors from Suny Cortland. Konami was also able to showcase their new multiplayer Dance Dance Revolution product and discussed the benefits of the PE Classroom Edition with the audience.

What I found to be positive was the fact that there were more sessions scheduled this year to present on active gaming as well as the turnout of the attendees during the sessions. Quality physical education teachers are desiring to learn more about active gaming, how it can benefit the students, and how to implement these innovative activities in their classrooms.

Next year at the AAHPERD conference in Charlotte we can only hope to continue to see progress with an even better turnout of active gaming sessions and attendance.

Tuesday, March 6, 2012

Active Gaming Survey!

Thanks to the TEN (The Exergaming Network) for posting this great opportunity to assist researchers in learning more about your involvement with active gaming/exergaming:

Nationwide PE Exergaming Survey Open!

Jennifer Krause, Ph.D
I can effectively facilitate students’ safe and appropriate exergaming technology use in physical education. Do you agree? Do you disagree? The University of Texas at San Antonio is asking for the opinions of PE teachers in a nationwide PE Exergaming Survey into exergaming beliefs and behaviors in physical education.


"We want to learn how physical educators feel about and their experiences with exergaming in physical education. The knowledge gained from this study may contribute to our understanding of the current state of teachers’ beliefs and experiences with exergaming, which will allow professionals to make decisions regarding future training and implementation." says principal investigator Jennifer Krause, Ph.D.

Exergaming Technology is defined as a video game system that requires gross motor physical exercise or movement to play the game. Examples of exergames include, but are not limited to:
• Dance Pad Games (Dance step games or games that use a dance pad or similar pad for input, such as DDR)
• Controller tracking (people have to use a controller, such as Nintendo Wii or Playstation Move)
• Motion Tracking (people use their bodies, camera, such as Xbox Kinect)
• Bikes / Rowers / Steppers / Treadmill / Balance Boards as controllers


The survey should take about 15 minutes to complete and is confidential. If you include your email address you will be entered into a drawing for a Wii gaming system. In-service physical education teachers can start the survey by clicking on this link https://www.surveymonkey.com/s/M3D265W


Those also attending the AAHPERD convention in March 2012, that indicate a preference, can meet the research team and may be invited to participate in focus groups or interviews at the convention.

Sunday, February 26, 2012

Is Active Gaming a Fad?

I read a blog today and felt like it was a very good read and worth sharing about active gaming and the potential benefits playing these games can have on individuals of all ages. The author does a great job discussing active gaming in regards to potential benefits and the outlook on the future. See the blog below:

Exergaming: A serious workout or just a fad?
by HEAD HEALTH NUTTER on FEBRUARY 24, 2012


Are you thinking of purchasing a Wii gaming system to get your exercise in and finally lose that weight you’ve been talking about shedding since New Year’s? Here’s a guest post that discusses the effectiveness of fitness games and whether they’re a wise investment or not.

With the invention of motion detection technology on new gaming systems such as the Nintendo Wii and the Xbox Kinect, games that include a high level of activity have become the latest thing. Perhaps you’ve been to a “Dance Central” party or played a vigorous game of virtual tennis with your kids.



If your video game experience left you sweaty and feeling like you just finished at the gym, congratulations! You’ve been exergaming.

The companies that create games are taking advantage of this trend and have put out games specifically designed to take advantage of this phenomenon. Some of the most famous include “Wii Fit,” “EA Sports Active” and “Your Shape: Fitness Evolved.” Big name franchises are also getting in on gaming as a fitness format, such as “The Biggest Loser” and even “Zumba.”

But is exergaming a legitimate way to get in a workout? Or are you just playing a game?

It depends. How dedicated is the person playing the game? How challenging is the game? How much time does the person spend playing? How regularly do they play? Is the game part of an overall effort to eat right and get more exercise?

While exercises benefits overall health, it also contributes to cheap life insurance rates, something that benefits almost everyone.

The Flaw in “Wii Fit”



“Wii Fit” was one of the first exergames to hit the market back in 2008. Everyone who tried it loved it, and Wii systems flew off the shelves. People who had never thought they would ever own a gaming system were purchasing a Wii and “Wii Fit.” But according to the game developers, people weren’t playing the game consistently. Many systems and fitness boards were collecting dust.

Why? If the dedication and drive to lose weight aren’t there, a balance board and video game system aren’t likely to change that.

So why hasn’t exergaming faded into the sunset? Looking at all the new releases over the past few years, the market appears to be growing. Sequels are out for popular dance games and updates to games designed specifically to be workout programs continue to come out.

Additionally, new technology like the Kinect is solving one of the primary problems people had with “Wii Fit.” No controller to hold and leg strap to fiddle with means a simpler overall gaming experience. People like simple.

Why is Exergaming Still Around?

Perhaps this can be explained by the hopefulness that most people have when it comes to losing weight and getting in shape. “This year I’ll finally lose that weight.” The games are purchased in a burst of optimism and show good sales numbers. Why wouldn’t game companies continue to produce games in franchises that are retail successes?

As long as a person keeps that dedication, these games are a perfectly valid form of exercise. While you probably aren’t going to get fit playing virtual golf, playing “Just Dance” can give you a great cardio workout, to the tune of about 300 calories an hour. Boxing strengthens and tones the arms, back and core, and can burn about 400 calories an hour.

One of the most common pieces of advice given to those who are looking to lose weight but don’t like to exercise is to find a form of exercise that you love. For a number of dedicated people, these games are that form of exercise. And anything that gets people up and moving should be taken seriously.

About the Author

TermLifeInsuranceNews.com tries to provide individuals with useful health and lifestyle tips to help them get the best life insurance rates possible.

Do you own any fitness games? How often do you play them? After reading this post, are you planning to fit exercising into your weekly routine to get more fit?

Friday, February 17, 2012

New Active Game Targeting Physical Education!

Konami is the reason the Dance Dance Revolution (DDR) craze was born. They initially released DDR and have continued to work on making the activity more desirable and effective. Recently, Konami released news of a new DDR product targeted directly towards physical education classrooms. From what I can recall, this is the only product that was designed specifically for the physical education classroom. The new product is multiplayer, meaning an entire class could potentially play at one time. The features are attractive to teachers because they have a built in "playlist" and "roster" for teachers to use to assist with saving play time. In addition, there is a data card for every participant that stores information such as step count, scores, other personal information, etc. In between games, students are able to read quick facts and suggestions for attaining and/or maintaing a healthy lifestyle.

This is merely a few cool features of this new DDR system. Konami will have this product at CAHPERD and again at AAHPERD as a sneak peak but is not planning to fully launch the release until the Summer 2012 or the Fall of 2012.

If you are attending one of these conferences you would definitely take a look!

Friday, February 3, 2012

Wii in Adapted PE?? Wii in Adapted PE!!



I am thankful to adapted physical education teacher Amy Wellik from Mounds View Pubic Schools for being a guest blogger this week! Amy brings to our attention the important subject regarding how active gaming can be beneficial when teaching adapted physical education. As she makes clear, children with disabilities not only enjoy and desire active gaming, but are capable of finding great success at the activies. Here is what Amy has shared:

Teaching students with disabilities in an Adapted Physical Education (Adapted PE) setting has many similarities to teaching Physical Education to students in the general setting. Students with disabilities are more like their non-disabled peers than not. They like pizza, Disney channel, pop music and technology. They recognize and have the ability to use iPads, iPhones, Nintendo DS and Nintendo Wii.
And just like their peers, keeping motivated, interested and MOVING is a challenge.
Adapted PE teachers and PE teachers need to be creative and innovative about using technology in their gyms.
When I first introduced Nintendo Wii into my Adapted PE classes, it was an “experiment”.
I was not sure how my students would respond and how successful they would be. I quickly discovered that the majority of my students were familiar with the Nintendo Wii and they were thrilled to use it in school.
Two years later, I have successfully incorporated a variety of games, activities and exercises into my Adapted PE curriculum.
If the goal is participation, movement and improved fitness levels, Nintendo Wii is an excellent solution.
Nintendo Wii Activities I have used in Adapted PE:
• Students with Autism Spectrum Disorder (ASD):Wii Fit (Basic run) Wii Sports (Bowling, Boxing training) Just Dance, Just Dance Kids
• Students with Physical Disabilities: Wii Fit, Wii Sports, Just Dance
• Students with Visual Impairments: Wii Fit (Basic run) Wii Sports (Bowling, Boxing training)
• Students with Cognitive Disabilities: Just Dance, Just Dance Kids, Wii Sports , Wii Fit
Technology is in our schools, classrooms and in our gyms. This generation of students understands how to interact with technology and they are motivated by technology. Incorporating technology into any Physical Education class will enhance learning, increase fitness levels and improve participation.

Thank you Amy!

Friday, January 20, 2012

Active Gaming Workshop: Fun and Educational!

Active gaming (Exergaming) continues to grow in popularity and more and more schools are beginning to implement these modern physical activities. It is essential that teachers educate themselves on how to appropriately use active gaming in their physical education classroom to maximize learning. There is finally a hands on, education workshop all about active gaming. The workshop will take place on March 1st, 2012 at the Chicago Bulls Sox training academy in Illinois.

Here is a brief description:

This Professional Development / Exergame Education Workshop shows you the exciting possibilities of how using technology, combined with games and physical activity, can enhance and enrich the lives of generations.

Teachers who attend the pre-conference will hear information from leaders in the field about how exergaming can help educators to be even more effective in reaching our youth. Participants will find this full-day ExerGaming pre-conference fun, educational, and invaluable in helping to promote high-quality physical education and physical activity to maximize the educational experience.

Topics include:

Medical view on how a sedentary lifestyle is impacting our children with life-long disease.

A successful School and Community Model overview, showing results of improved academics, improved disciplinary incidents, and improved health and fitness scores.

Implementing Technology and Exergaming in your facility. Putting knowledge into practice.

How do we prove it is working? Using technology to revolutionize physical education.

Time in vs. Time Out. Help students with ADHD and other behavior issues decrease impulsivity and improve learning. Explains the physiology of the attention system.

Quality teaching in a Physical Education setting, which meets the NASP standards and promotes lifelong fitness.

You can find more information about the workshop including registration at http://www.motionfitness.com/Articles.asp?ID=269

Thursday, January 12, 2012

So You Think You Can Dance?


I often find that dance is one content area that many teachers do not enjoy teaching for a variety of reasons. Dance is an essential part of the physical education curriculum, but what are you doing to make it fun and interesting? Why not consider implementing dance related active games such as Dance Dance Revolution or Just Dance (1, 2, or 3) that is compatible with the Nintendo Wii and Microsoft Kinect. These active games are appropriate tools that can assist physical educators in teaching rhythmic, folk, creative, etc., dance concepts. These games offer various genres of music from reggae to hip hop which provides the teacher with numerous opportunities to create diverse dance lessons for students. Additionally, students are exposed to different forms of music and are able to learn the history as well as different forms of rhythm in the music.

Implementing technology driven games (active games) is a desirable solution for children to be motivated to engage in exercise. These activities are also affordable and user-friendly. Teaching dance in physical education can be enhanced by using what this generation of students finds appealing and fun. So, do you think you can dance? Try it and let the game be the test!


Thursday, January 5, 2012

Active Gaming: Making Exercise a New Year's Resolution?


It's that time of the year - the beginning! Where we sit and think about what our New Year's resolution is going to be. For many, in the past few years a resolution has been to exercise more consistently or to simply begin to exercise. While I certainly appreciate adding more exercise to your daily life, I would also like to suggest we DECREASE sedentary screen time. Sitting in front of computers, televisions, cell phones, iPods, etc., has become a habit - one which is hard to break. The national recommendations suggest recreational screen time (RST) be less then two hours a day. On average RST in society today is over 40 hours a week! If we are going to using screens, at least reduce the sedentary behavior and suggest a more active approach such as active gaming.

Although the benefits of traditional exercise are well known, for some reason as adults we decrease our level of physical activity and then our children do not have role models at home to follow. Physical education teachers need to encourage children to get up and move and provide them with ways to do so at home. Discussing active gaming and implementing it in your curriculum is a great way to show children how exercise can be fun.

Do yourself and your children a favor this year and reduce the amount of sedentary time you spend in front of a screen. Get up and move - if you enjoy video games and technology, active gaming may be one great solution to help you keep your New Year's resolution!