Showing posts with label exercise. Show all posts
Showing posts with label exercise. Show all posts

Friday, January 18, 2013


A former student of mine, Zach Foder, has made a significant difference in student learning in his physical education program. Please read the following from Zach and I strongly encourage you to view his website and click on the active gaming link below!

This is what Zach wrote:


Simply put, I love my job. 

Every day I am able to show others what my students have accomplished and strive to plan more interactive and engaging lesson plans. Often times, more than I expected, simply telling others about what we have done at the Immokalee Community School does not provide justice for the dedication, hard work and commitment of my students to be healthy and physically active for a lifetime!

As a graduate of the University of South Florida (12') and a first year student at Boise State University (M.Educational Technology) I wanted to enter my profession with passion, excitement and experiences that many students and parents had never even dreamed of.  The opportunity to develop an Active Gaming Lab (AGL) was one of those such opportunities!  Video games and exercise?!  I was motivated to create developmentally appropriate experiences during physical education that could answer that such question...video games and active technologies CAN be used to teach students about the concepts state and national standards adhere to.

I was fortunate enough to transform my space into an active gaming, health and fitness educational learning center!  Students are given the opportunity to explore the various fitness concepts like muscular strength, muscular endurance, flexibility and cardiovascular endurance by actively participating in games like Just Dance, Wii Jog, Gamercize, Dance Dance Revolution and Wii Cyberbike!  The level of student engagement and active participation has increased dramatically and the students are excited, motivated and eager to be physically active!

The AGL has provided my physical education program with a safe learning environment that fosters critical thinking, exploration of health and life science concepts, physical fitness concepts, S.M.A.R.T goal setting and an unmatched level of fun and excitement!

The ability to use the AGL as a supplementary tool during physical education has worked to increase student motivation in the classroom, provided opportunities for students to use various forms of appropriate technology like APPS and the iPad while simultaneously developing the passion and excitement for physical activity that the National Association for Sport and Physical Education (NAPSE) strives for!

Working in accordance with my budget, I was dedicated to work, save and implement many active gaming technologies of my own...whatever is necessary to keep the AGL running.  With the ability to combine personal and work equipment, the opportunities are endless for the AGL!  In addition to applying for grants, many of the events held at the Immokalee Community School like the Annual Immokalee Fit Kids Marathon, etc are used to fundraise and maintain the AGL.  Sharing my excitement about the new active gaming educational center at the Immokalee Community School is a top priority in order to continue to grow, develop and explore the new and cutting edge tools that can be used to educate my students.  

Students are excited, more now than ever, to be a part of the Immokalee Community School physical education program and participate in the active gaming educational center!  It is my hope to continually fundraise and do everything necessary in order to provide the students with the tools they need to be physically educated individuals.  

If you would like to see the Immokalee Community School Active Gaming Lab in use please do not hesitate to visit my website @ http://www.coachzpe.com and click on the Active Gaming Link!

I am confident that we as physical educators, can and will, keep active gaming alive and thriving in our schools! In addition to regular physical education, active gaming has enriched my program and ensured that my students are prepared and willing to be physically active for a lifetime!  

Zach Fodor
Physical Eduator
Immokalee Community School
Immokalee, FL


Thank you Zach for sharing your experience with active gaming with us!

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!

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.

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, 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!


Wednesday, October 19, 2011

Medical Doctors and Active Gaming – A Nice Surprise!


I recently was asked to present a workshop and a short presentation on active gaming and gamification at the 12th Annual Conference on Obesity titled “Practical Approaches and Guidelines to Treatment” in Orlando, FL by the University of South Florida Medical group. I have presented on active gaming at this conference for the past 3 years and have found the interest from the medical doctors that attended to be desirable. This year, I was able to have multiple conversations with the attendees regarding there thoughts about active gaming as a form of physical activity prescription.

To clarify, the conference was a 3 day event. My two presentations were the ONLY presentations that focused on physical activity in obesity treatment and prevention. Although I found this disappointing, especially as I listened to intense research presentations based on how surgery and pills were a safe way to control and/or prevent obesity, I took advantage of the opportunity and began each presentation with this comment:

“To date, there is not one pill I know of on the market that can provide the benefits that physical activity provides. We know how physical activity positively affects the mind and body in a variety of ways. I am not suggesting pills and surgery do not work, I am merely saying that prescribing physical activity should be something you consider with every case unless there are physical limitations with the patient.” Physical activity will never be a bandaid – are pills and surgery?”

To my happiness as I looked in the audience the majority of heads were shaking as if they were agreeing. BINGO! Now it was time to have these doctors really think I was strange by telling them they should prescribe screens as a source of physical activity! Needless to say, the understanding of how technology has caused an increase in sedentary behavior among adults and children was not difficult for them to comprehend. Allowing the attendees to actually play on Dance Dance Revolution, Gamercize Steppers, Microsoft Kinect, and the Xavix virtual boxing game was a great way for them to laugh at themselves, enjoy the activity, and learn how active gaming can be a great solution to motivating their patients to be more active. Additionally, they learned the cost of these particular games as well a many other active games is feasible!

One Doctor pulled me to the side after the first presentation and shared that after he heard the presentation on active gaming last year, he had completely removed all seats from his waiting room and added Dance Dance Revolution, the Game Bikes, and a Nintendo Wii system. He discussed how his patients would come early and stay later just to be able to play the games. This Doctor also believed that these activities created more interaction between the families when they were at his practice. What a wonderful story to share! Of course, I used this example in my second presentation to bring awareness to the attendees on how active gaming could serve as a fun, motivating way to be encourage more physical activity as well as how, as doctors, they could use this approach as a role model for their patients’ home environment.

There mindset of "just go outside and play" is still desired. Quite frankly, I still desire it as well; however, the fact that this is simply not happening as generations change is a reality and was understood. We need to strategies to help these adults and children be more active. Why not prescribe active gaming? It is appropriate, and not simply a bandaid!

Sunday, August 21, 2011

Technology: Part of the Wellness Revolution in Schools?

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

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.

Thursday, September 30, 2010

Criticism #7: Children Will Get Bored!


The last but certainly not least important criticism in this series of seven posts is that “Children will simply get bored of these activities too quickly”. Sustainablity is another concern for some teachers and parents. The notion that playing any activity too long and in the same way becomes less appealing and motivating may be true. They key to sustainability in a quality physical education program is effective, developmentally appropriate implementation strategies. In more simple terms, avoid using an active game “…too long and in the same way.” For example, must teachers would agree that throwing a ball to a target from a cone for extended periods of time will get boring for children. However, if I change the target to “blue”, move the cone back a few steps, or challenge the students with a “game” while still focusing on the same skill of throwing, we have now created an entirely new, appealing, and enjoyable task. The use of active gaming in the physical education classroom should be viewed in the same manner.

Additionally, many active games are compatible to a traditional game console (Nintendo Wii, Sony Playstation 2 and 3, Xbox, etc.) allowing children to choose a variety of games in which to play. Some active games even allow children to plug the equipment to their computer and expand game play online.

School systems should understand that an appropriate instructional environment for active gaming is essential in order to promote the most effective learning and motivating experiences for children. Teachers should have training as well as personal practice on all purchased active games before including these activities in the curriculum. Using active gaming as a tool to accomplish learning objectives can be successful to sustaining the attentions span of children. However, using active gaming as a replacement for quality instruction or just as a fun game does not foster sustainability. After all, even the coolest video game such as Pac Man drops in sales at some point!

Monday, September 27, 2010

Criticism #6: Durability is Problematic


The 6th criticism of this series of seven blog posts discusses the issue of the durability of active games being problematic. Some have suggested active gaming is problematic due to the lack of reliability in terms of durability of the technology. Whether you are on a computer, using a cell phone, using an IPod, or trying to set your DVR, the chances are that at some point technology is going to “break down”. Most active games are purchased with a warranty with an option to extend the warranty. This provides the needed security to extend the life of the equipment. Understanding the terms of the warranty as well as options for extending a warranty are important when purchasing any active gaming product.

A major concern to consider when purchasing any active gaming technology is the manual assistance and/or servicing to care for typical “trouble shooting” situations. Some problems that occur with active games are not related to the durability of the product but the typical technological issues that are found with many forms of technology. Simple troubleshooting instructions should be available and requested for each active gaming product in order to assist with the more common problems (tv channel is wrong, game “freezes”, feedback is not registering, intensity level is turned too high etc.). Additionally, school systems should be prepared to have someone appointed to not only care for the purchased products, but to have open communication lines with the company or companies that have supplied the equipment. Any questions regarding the servicing of products should be considered and discussed prior to making any purchase. This is very important in order to understand the responsibility of the buyer and that of the seller including time considerations, replacement alternatives, and all potential costs involved.

Without discussing individual manufacturers or specific products it is safe to suggest that there are many durable products provided by the active gaming industry. Regardless, it is the responsibility of the buyer, especially when children are involved, to resolve issues as quickly as possible to avoid any disappointment or negative feelings towards the physical activity experience. Being prepared by understanding the technology component involved with the active games purchased will help reduce the likelihood of this issues occurring. Having been involved in this field for close to six years now, the #1 issue related to active gaming durability is certainly "Human Error". Not that we break the product, but that we do not understand the simplicity of why it may be acting a particular way. It may not be "broken" just yet...Ask Questions, Get Educated!

Monday, September 20, 2010

Criticism #4: Active Gaming Breaks the Piggy Bank


The 4th criticism regarding active gaming being discussed in a series of seven blog posts is "Active Gaming Breaks the Piggy Bank". This critique suggests that active gaming is too expensive and not necessarily feasible to consider in the physical education classroom. While there is certainly merit to this critique, let me discuss and share available,reasonable active gaming alternatives:

Active gaming has been identified as being an expensive investment and many parents and schools may deem the expense to be unrealistic. School administrators would understandably need to make decisions related to costs versus the benefits. However, there are active games that are affordable. A variety of Dance Dance Revolution pads are available for under $20.00 a pad and active games such as the Gamercize steppers, Nintendo Wii, Xavix Sports, etc can be purchased for under $300.00 each. Additionally, depending on the active game selected (Gamercize, Cateye GameBike, Nintendo Wii, etc.) the activities are compatible with multiple video games which fosters sustainability with children. Therefore, after the investment in the equipment, the type of game played can continue to change providing a higher return on investment. Creating a full functioning active gaming room may not be a reasonable task immediately; yet, taking small steps toward this goal to continue to add new activities each year or as funding is available is feasible.

At home, research suggests over 90% of children play video games or computer games. Considering many active games are operated using a traditional game console (Nintendo Wii, PlayStation2, PlayStation3, Xbox 360, etc.) or through online game play, the gateway for children to be active in their homes is increasingly available.

Schools will find that there are several funding initiatives available that can provide resources for purchasing this technology. The federally funded Carol White Physical Education Program Grants provide physical education programs with funding in amounts ranging from just over $100,000 to nearly $600,000 (United States Department of Education, 2009). These grants are specifically targeted for the improvement of physical education programs and can provide funding to facilitate such program initiatives. The Robert Woods Johnson Foundation grants for the prevention of childhood obesity (Robert Woods Johnson Foundation, 2009) also has funding based initiatives that not only look at increasing physical activity levels among children and adolescents but also at the impact of active gaming on these variables. State and local funding is also available for physical activity and technology initiatives providing multiple possibilities for funding active gaming equipment.

Monday, September 13, 2010

Criticism #2: Why Would We Encourage More Screen Time?


In my previous blog discussing Criticism #1, “Just go outside and play”, I mentioned the average person spends over 40 hours of sedentary time a week in front of some sort of screen (TV’s, computers, video games, iPods, cell phones, etc.). Recommendations suggest that time spent on sedentary recreational screen activities should not exceed 2 hours per day. Obviously, the average individual spends more time in front of the screen than recommended, and a good portion of screen time is spent playing video games. Why is this an issue? Amongst many, a main concern is that this time spent in front of screens is sedentary. Globally, as sedentary screen time has increased, so have the obesity levels. So, do you want the good news or bad news first?

One thing experts are more than confident about: Screens are not going away! Not only are they not going away; but, more engaging upgrades, cooler graphics, and appealing features to the previous screen-based products continue to evolve. The battle of getting children away from screens is going to be a long and difficult one. Screens are here to stay.

Now entering the positive zone:

Exergaming, the genre of active games related to video game play and exercise, makes sedentary screen time more active. Exergaming is not intended to add or promote additional screen time for individuals. Exergaming should be considered a replacement for the sedentary time already spent in front of a screen. Therefore, using active gaming is not promoting additional sedentary screen time. In fact, due to the already known benefits that physical activity provides, promoting active screen time may encourage individuals to then want to become more voluntarily active away from the screen.

Additionally, if you were given two options: 1)Children refuse to be active outside and due to a variety of reasons stay inside to play; a large portion of that time is spent in front of a screen watching television or on computer play or video game play; or 2)Children agree or even choose to become physically active by playing an active video game instead of engaging in traditional sedentary behaviors. Which would you choose to promote?

Bottom line, if they are going to use screens anyway, why not make it active?

Wednesday, September 8, 2010

Criticism #1: Just Go Outside and Play



From the previous blog outlining various critiques regarding active gaming, this is critique #1 our of 7 that will be discussed in the next few weeks:

“When I was your age, I used to play outside until the street lights came on.” We still say it and we still believe it. As an advocate of physical activity, there is really nothing better than seeing children outside playing, moving their bodies, and exercising. Unfortunately, in today’s society I find myself more excited to see children riding bikes or playing pickup games in backyards because there is a lack of "outdoor" play taking place. Most of us are aware that the recommendations for children to acquire a minimum of 60 moderate to vigorous physical activity minutes is not being met. For a variety of reasons, including our societal saturation in technology, children are just not being active. Many children suggest using computers, texting, and playing video games is simply more FUN!

Children suggest that the most important element in life is having fun. If this is true, then it is our job to make exercise more engaging and more fun! How do we do this? How do we make exercise more enjoyable then the gizmos and gadgets our children desire? Especially in a society where children are growing up more overweight yet less confident in moving their bodies. Are physical education teachers fighting a losing battle? One thing is apparent, technology is not going away. Video games are not going away. They are only becoming more popular and more appealing.

Active gaming is aligned with this generation’s desires by engaging the user through the use of technology. Children are able to play the games they love while being active. We all wish children would just “go outside and play”; but they are not. The truth is, they are spending over 40 hours a week in front of a screen. OVER 40 hours a week – a full time job of participation in sedentary behaviors. So, if I asked you this question “Would you rather a child be active, playing a technology driven game, or be sedentary” how would you respond? Seems like a simple answer but many battle this idea of allowing children to be active playing a video game. Until we find a solution that makes children go outside and play, I would rather accept an active game over a sedentary behavior. I would rather tell a kid to go get their Game ON and encourage the voluntary physical activity in hopes that participation in active gaming may influence traditional physical activity involvement as well. Active gaming is one solution that gets kids moving, having fun, and enjoying exercise.

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.

Wednesday, September 1, 2010

Exergaming: Is There a Gateway Effect

One valuable question regarding active gaming is if there is potential to transfer the virtual game experience to reality. This transfer is often referred to as a gateway effect. Exergaming, a genre of active games that included video game play with physical activity, is regularly criticized because of the video game component. The below article is not only interesting but possibly significant to 21st century physical education teachers who may be considering implementing active gaming in their classrooms. The article discusses video game play in terms of there being a correlation to traditional sport play:


Research shows kids who play video games more likely to play real life sports
July 8th, 2010 11:40 am CT.
Wii Sports Tennis
Photo: nintendo
A study noted by TIGA, an association that represents the UK games industry has pointed to a new study published by ESSEC, a leading business school in France that shows playing sports in video games has the capability to increase participation in real life sports amongst young men and adolescents.

The study affirms that, "38 per cent of boys under the age of 21 who play sports games on active video game consoles practice their favorite virtual sport in real life and 75 per cent of video gamers participate in some kind of real sport. The more they play active video sports games, the more likely adolescents are to practice sports."

“Video games are frequently demonized,” said Thierry Lardinoit, Head of the International Sports Marketing Chair, and Head of the Marketing Department at Essec. “We now know that these fears are unfounded. While it is difficult to fight against the consumption of video games, which has become more and more widespread among youth, we can use this consumption to further the realistic goal of encouraging physical activity among adolescents.” He goes on to add, "“There is a strong correlation between playing video games and participating in real sports. Watching television is a threat to physical activity. Video games are not, however."

While it is obvious that video games were previously designed solely for the purpose of entertainment, concerns about childhood obesity as well as the detrimental effects it can lead to later in life have always been something the gaming industry and community have been forever battling. In the wake of such contentuous issues, Nintendo teamed up with the American Heart Association following the lauded success of the Wii. Additionally, Sony and Microsoft have professed an interest in creating an active gaming environment with their impending Move and Kinect motion-controlled peripherals.

Jason Kingsley, a TIGA Chairman and CEO and creative Director of Rebellion, noted for their recent Alien vs. Predator title, stated, “People play video games for enjoyment, but it is good to see this new research highlighting one of the positive spill-over effects of video games. This is important. Too often the benefits of video games can be overlooked.”

Pilot data at the University of South Florida demonstrated similar results regarding virtual sport play influencing traditional sport play. So, although more research is needed, you may not want to discredit the value of active video game play just yet.

Monday, August 30, 2010

User Engagement: Engage Them then Educate Them

My husband recently presented at The World Congress Annual Leadership Summit on Mobile Health (mHealth) in a workshop titled "Consumer Engagement Through New Media - Mobile, Video Gaming and Virtual Worlds”. The more I have learned about this workshop, the more I have realized another way to understand active gaming in physical education. Have you heard of the term consumer engagement (CE)? The presenters in this workshop discussed the importance of CE in the 21st century in terms of getting consumers engaged (in a product or brand) in order to sustain, maintain, and retain them ultimately enhancing a business. My husband said, “Really that’s what it sounds like active gaming should be in physical education – but more like user engagement. Engage the kids then educate them.” Coming from a business mind and someone that still thinks dodge ball (the big red ball that eliminated the same kids each game) was the greatest game ever in physical education; I was hesitant to admit that he was absolutely correct. User Engagement….engaging the users or what we consider to be our students first! Then educate them about living a healthy lifestyle. After all, in the academic classroom teachers must triumph in engaging the students attention in areas such as math, science, or history in order for the students to perform successfully.

In a previous blog the importance of entertaining individuals during exercise, exertainment, was discussed. Additionally, the concept of children wanting to play and have fun being their top priority was discussed. If children do not enjoy the task, they will not continue doing it. Make it fun, and they are likely to continue the task. Children love technology, especially video games. They are appealing, motivating, and most importantly, engaging! Active gaming is a great tool for physical education teachers to use in order to engage the users (students) then educate them. Once students are active and realize exercise is enjoyable, physical education teachers can then teach students the value and importance of exercise as well as develop the necessary skills and confidence needed to maintain an active and healthy lifestyle into adulthood.


Active gaming "user engagement" – I like it. Engage them then educate them. Sounds like successful 21st century teaching and learning!