Showing posts with label traditional play. Show all posts
Showing posts with label traditional play. Show all posts

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!

Monday, November 29, 2010

Healthy Christmas Presents For Children!


That special time is once again approaching! Black Friday has come and gone which means - Christmas time already! Many parents spend money buying children their favorite gifts and toys....guess what is #1 on many children's lists? VIDEO GAMES! Introducing children to the concept of active video games is a healthy alternative to sedentary video game play. As physical educators, it is important that we are able to make children and parents aware of healthy alternatives to sedentary toys and gifts. Physical education teachers may or may not have active video games in their classrooms; however, putting together a newsletter, parent letter, or website blog to educate parents and children about active video games is a great way to advocate for physical activity incorporating games that children desire to play.

Just to name a few economical and fun active games parents could consider: Nintendo Wii, Dance Dance Revolution, Microsoft Kinect, Gamercize, Sony Move, etc. Many of these are compatible with video game consoles (PS2, PS3, Nintendo, XBox, etc) children already have at home. Check out the PE Central Website for examples of active games that are appropriate, feasible active games for use at home in which may serve as excellent christmas gifts.

Monday, November 22, 2010

Executive Fitness Director Supports Active Gaming


Recently, the Executive Fitness Director, Shellie Pfohl, visited the University of South Florida's Active Gaming research labs to learn more about the research being conducted and to deliver a message regarding childhood obesity at the USF Education in Action Luncheon. See my previous blog about this event here. After visiting the labs, Shellie mentioned she believed active gaming was a "trend" that she would like to see increase in numbers in physical education programs and schools. During the presentation at the luncheon she suggested "...active gaming arcades like this are the future for physical education and they are part of a comprehensive physical education (P.E.) program." It was nice to hear Shellie discuss active gaming as a learning tool in physical education, not a replacement for skill and fitness development. See the full article about this visit and the luncheon presentation from the Oracle below and here:

Executive fitness director commends USF health research
By Michael Velez and Crystal Wilson, CORRESPONDENTS


Published: Monday, November 22, 2010

Updated: Monday, November 22, 2010 01:11

Shellie Pfohl, executive director of the President’s Council on Physical Fitness and Sports, visited Belle Witter Elementary to see how its gaming labs work.
At Belle Witter Elementary School in Tampa, students are actually encouraged to play video game during class.

That's because they're part of a new program developed by USF researchers to keep children physically fit — a trend Shellie Pfohl, executive director of the President's Council on Physical Fitness and Sports, said she hopes to see increase.

"I think active gaming arcades like this are the future for physical education and they are part of a comprehensive physical education (P.E.) program," she said during a lecture at the Tampa Fairgrounds.

Students attend the Witter Active Gaming Lab at least twice per week for 30-to 60-minute video game sessions that contribute to their physical education. All of the video games require movement.

In "Xavix Boxing," students strap on gloves that register their boxing movements. For "Gamercize" students stand atop stair-steppers and must remain active for the game to progress(LH).

In fall 2007, the School of Physical Education and Exercise Science received a $526,000 collaborative grant from the Centers for Disease Control and Prevention (CDC). The Active Gaming Research program received about $125,000 of the grant and used it to create the lab along with a donation from Gamercize including four steppers (LH).

"We purchased all of this active gaming equipment with the idea that kids are more motivated and engaged to be physically active when they can also play video games that they're playing at home and the like," said Steve Sanders, director of the School of Physical Education and Exercise Science. "It's a lot different than doing sit-ups and push-ups and running laps around the field, which kids don't like to do."

Pfohl, who was appointed to her position by President Barack Obama earlier this year, toured the school's Active Gaming Lab on Nov. 18. She said the program is valuable because it finds creative ways to target childhood obesity — a problem that "impacts our society in so many ways."

"No matter where you are, no matter what you do in life, childhood obesity should be important to you," she said.

Pfohl said that for the first time in human history, the life expectancy of children may be lower than their parents. The dangers of childhood obesity are obvious, she said, and the effects the epidemic have on society seldom receive enough recognition.

"If we do not look at their health now, my suggestion is that it will bankrupt us in the future," she said. "If this generation of kids is allowed to become more and more obese, when they hit the workforce, many companies will not be able to survive."

Pfohl said increased health care costs and a denigrated work performance directly resulting from obesity may one day sink our economy if nothing is done now to address the problem. The Witter lab gives young people a head start on a positive life, she said.

"To me it's the gateway behavior," she said. "Physical activity is the gateway behavior to so many positive things."

Lisa Hansen, an assistant professor for the School of Physical Education and Exercise Science and co-director of the University's Active Gaming Research Laboratories, said the first lab of this kind, the XRKADE Research Laboratory, was opened on the USF Tampa campus in December 2006.


"We're not suggesting (children) do this instead of traditional (P.E.). We're suggesting they replace the sedentary game time they already do at home and go to something natural," she said. "Moms and dads: go buy active games for Christmas. Don't go buy a ‘Toy Story' (video game) where they sit and play, buy the (version with a)Gamercize stepper, so they can still play ‘Toy Story' but they have to move."

Hansen said that apart from the workout, a major goal of the student's time spent in the lab is to teach them about the equipment they use.

"They don't come in here and just play," Hansen said. "There is a learning objective attached every single time."

Stacy Villagomez, a 10-year-old fifth grader at Belle Witter Elementary, said she has been coming to the lab since it was opened in January 2009. Her favorite game is "Dance Dance Revolution," in which a floor mat registers dance moves players are instructed to perform.

"In my other classes, after I come here, I feel energized, I feel happy and I feel like I had a workout," she said.

Ismael Rivera, who is also a 10-year-old fifth grader, said he was thrilled when he first found out that he would get to play video games at school.

"I've been coming to this center since last year," he said. "I thought that it would be awesome, because first P.E.'s all about exercising and getting your heart rate up, and when (our P.E.) coach put in all of the games inside the game room, it made sense. You can play the games at the same time you exercise."

Monday, November 8, 2010

Active Gaming: "Kinecting" Traditional and Virtual Sports


XBOX 360 recently released their new active game "Kinect". Kinect is a sensor based game that allows players to participate in sports virtually. Some already suggest the new active game is nearly "flawless". I have friends that suggest the game is not only fun but immersive and motivating. They feel like they are "really in the game".

I read and article regarding Kinect and the possibilities it may have with all "athletes" being able to participate in sports. This made me wonder about the opportunities physical education teachers may have using this type of active technology in classes. Do some students truly desire to engage in sport play yet lack the appropriate skills to feel successful therefore reframe from participation? Do some students dream about being the next "Michael Jordan" or "Peyton Manning" only to have their dreams crushed due to a lack of confidence or success? Could Kinect be an appropriate compliment to traditional physical activities that allow students to get excited about sport play? Although quality physical education programs do not focus on sport play alone, maybe this innovative, sensored technology could open doors for some students that really do want to be an "athlete". See the article below and here:

Just a few days ago, XBOX 360′s Kinect sensor hit the open market, and luckily I was one of the few that had reserved it at my local Gamestop. For the past few days, I have been playing with the sensor, getting the feel for it with the game packaged with it, Kinect Adventures. Honestly, I am amazed because I have encountered none of the lag or other sensor problems that gaming reporters and sites have worried about. The technology seems to be cutting edge and nearly flawless. It makes me wonder, with such an active technology, what could it do to the casual sports game?

Well, surely the sports game would not be as casual anymore.

One little sensor is changing the way we game, and could cause a revolution in sports games if utilized correctly.

Imagine the fun that could be had for all the people that have always wanted to try and bust their chops in a realistic simulation without the pressure of the real thing. MLB, NBA, NFL, etc, the possibilities spread across every sport, opening an avenue for every athlete and hopeful athlete in the world to get a small experience of the real thing. The chance to take an at bat, throw a pitch, pass a football, shoot a free throw, make a penalty goal or kick… each thing is simply mind blowing to think about.

The career modes for each game would also become much more realistic. Perhaps a pro mode could come into play, like they have in Rock Band. You actually throw the pitch, and its relative to your body movement and the power you put into it. The pass being thrown to you from the quarterback is relative to your arm placement and speed that you are running in place if you will catch it or not. Or maybe you have to be in tune with how well you are dribbling the basketball so that someone like Kobe Bryant doesn’t steal the ball and take it down for an easy layup.

Of course, there are going to be sports gamers that do not want to be so active in their games. Making their games Kinect able is not a death sentence, because you can easily switch to controller if the developer leaves the set up in the game. They are doing it with the new Harry Potter game, and it is planned for the new Star Wars game in 2011. So both the active and traditional gamer can be pleased by a sports game being Kinect enabled and still programmed to accept a controller input.

In the end, it is something that could revolutionize sports gaming as a whole. We have had a little taste of what sports could be like thanks to Tiger Woods PGA Tour on Playstation Move, and Wii Sports on the Wii, but with the Kinect, it could take the activity level of sports much higher; a whole new scale. The possibilities are truly endless.

Tuesday, October 19, 2010

USF at the Florida AAHPERD Conference: Active “Gaming”?


Annually, the University of South Florida’s physical education teacher education students present at the FAHPERD (Florida Alliance of Health Physical Education Recreation and Dance) conference. Each year the students discuss ideas for the presentation in order to provide a quality hands on workshop. This year the USF students decided they would like to focus on fitness stations – about video games! So how in the world did they come up with video game stations to deliver the message of fitness components? If you think they chose to use exergaming stations….you are actually incorrect. The USF students have been trained to implement exergaming in the physical education classroom. However, they wanted to turn the video game concept into fitness stations “without” using technology; that is exactly what they did – with quality!

The title of the presentation was “Get Fit, Get Hearty, at the Mario Party”. The USF students took the video game “Mario Brothers” and created five fitness stations that would have a focus on developing either muscular strength, muscular endurance, cardiovascular endurance, and/or flexibility. Not active gaming by definition but certainly activity using the “gaming” concept! Here is a brief outline of the stations:

Station 1- Mario Cardio: This station will have the different characters’ pictures from the game Mario brother’s on a laminated card. These cards will be turned over so students blindly choose a card out of the “deck”. The students will then perform that character’s skill theme. For example Mario skips, Luigi Leaps, Donkey Kong walks like a monkey etc. They will have to do as many of these as they can in an allotted amount of time traveling a short distance to collect a coin box.

Station 2- Peaches Blackberry: Peach must text Mario and quick; however, in this station we are emphasizing flexibility and allowing the students to stretch from letter to letter and text a message. Students will be given a message and they must rotate different body parts to touch the next letter without leaving the previous letter.

Station 3- Luigi’s I pod touch: At this station students will start about five feet away from Luigi’s I Pod which will have a variety of different applications or “mobile apps” with letters of a character’s first name. Students toss a bean bag towards these applications and whichever one is hit represents the muscular activity the student performs. The student will roll a dice to find out how many repetitions they will complete.

Station 4- Save Mario Worlds from viruses: At this station students are chosen to be the heroic anti-viruses that fight off terrible viruses to restore Mario World to its normal working condition. There are 3 separate lands in Mario World that must be saved: Yoshi’s Land, Star Road and The Forest of Illusion. Each land is saved once the appropriate index card is found and the student performs the task specified on the back of the index card. Index cards will be hidden beneath equipment surrounding the students. Once the student finds and solves one card, they place that card back where they found it and find another index card but this time one that is labeled with a different Land.

Station 5- Koopa Troopa Smash: At this station students will perform a variety of skill themes in the Koopa Troopa Smash. There will be three pathways of poly dots in which students will be asked to jump, hop, and leap onto different Mario objects such as Goombas and Ducks. They will be encouraged to smash the “bad guys” and jump for coins.

Monday, October 4, 2010

Active Gaming and Learning


Recently, a great deal of literature has surfaced discussing the concept of video game literacy. This is great news; except, the video game play mentioned is considered sedentary behavior. Exergaming, a form of active gaming, turns traditional, sedentary video game play into a physical activity. So this makes exergaming a perfect fit for physical education, right? Not exactly; not even close.

Exergaming in a physical education classroom may appear to be an innovative approach to promote physically active behaviors. Students are "busy, happy, and on task" all with red faces and smiling. Who could ask for anything more? I hope quality physical education teachers would ask for much more. They would ask themselves, "What are the students learning today?" More importantly, the answer would not be, "How to play Toy Story 3 or Dance Dance Revolution." When implementing exergaming in the physical education classroom, lessons should focus on developmentally appropriate objectives supported by National standards. Here are a few answers that would be appropriate depending on the designed lesson:

1. Students will be able to identify light, moderate, and vigorous intensity levels using active gaming and traditional activities.
2. Students will be able to perform a forehand using the specified cues while exploring the rules for how to play tennis (both singles and doubles) participating in three different active gaming stations and mini sided tennis games.
3. Students will maintain a heart rate in their target heart rate zone using active gaming and jump rope activities.

Active gaming activities should be used as a tool to accomplish learning objectives. Feedback from teachers should be specific to the learning objectives and not focused on the success the students are experiencing in the game. General feedback is appropriate and motivating; however, the focus of the lesson must remain on the learning objectives at hand.

The good news is that research is suggesting students can learn through the play of video games. Exergaming is an appropriate tool to encourage learning and promote physical activity as long as physical education teachers implement the activities using best practices. Make sure your students are not simply learning how to play a video game – exergaming should be much more to you and your students.

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!

Thursday, September 16, 2010

Criticism #3: Traditional Physical Activity is Better than Technology-Driven Physical Activity


The #3 Criticism to be discussed, out of the seven previously mentioned, is the concept that traditional physical activity is better than technological physical activity. My initial thought...“Who cares, we are not in a competition." We are promoting appropriate physical activity. At this point, with the obesity rates high and physical activity levels low, we need to take what we can get: traditional or technological (active gaming). Let me further explain...

We know traditional physical activity provides a multitude of benefits to participants. There may be benefits that traditional activity provides that active gaming does not; yet, research continues to support active gaming as an appropriate and acceptable physical activity. More research is needed to identify all of the benefits participating in active gaming may provide; however, in regards to the National recommendations, we know participating in technology driven activities can provide moderate to vigorous physical activity experiences. Regardless, this is really not the point. The point is that traditional or “reality” physical activity is not engaging or appealing to all children and adults. The National physical activity recommendations for both children and adults are not being met. It is clear that individuals are simply not choosing to be traditionally active. They are more motivated to participate in sedentary behaviors such as those involving technology (i.e. video games and computer games).

We have one common goal: To increase physical activity levels. Should it matter how this goal is met as long as the activity involved is appropriate and healthy? Active gaming may even prove to encourage participants to become more traditionally active by producing a gateway effect linking virtual play to “reality” play.

Think about this question, “How is traditional physical activity better if individuals are NOT doing it”? If active gaming increases voluntary physical activity levels and is considered an appropriate physical activity, why discourage its use opposed to more sedentary behaviors? Times have changed; society has changed; the economy continues to change; maybe the way we exercise is changing also.

Active gaming is an appropriate physical activity: Get your Game On OR Go Outside and play. Either option Wins over being inactive!

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.