Nadler, D. (2008). Exergaming: cardiovascular fitness in immersive virtual environments. Learning & Leading, 35(8), Retrieved from http://www.iste.org/AM/Template.cfm?Section=June_July_No_8_&Template=/MembersOnly.cfm&NavMenuID=4010&ContentID=20769&DirectListComboInd=D
NETS-T - 5c - ENGAGE IN PROFESSIONAL GROWTH AND LEADERSHIP
- evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
I am a member of ISTE, and reading/evaluating various journal articles helps me discover emerging digital tools that can be used in the classroom to support student learning.
ARTICLE FOCUS: NETS-T 1b - FACILITATE AND INSPIRE STUDENT LEARNING AND CREATIVITY
- engage students in exploring real-world issues and solving authentic problems using digital tools and resources
This article uses the digital exergaming tools to address and solve the problem of obesity in our youth.
This article summary was written directly onto a "new post" on my blog using the Blogger tool.
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This article discusses the concept of incorporating exergaming into the physical education curriculum to address the obesity present among youth. Approximately thirty percent of youth in America aged 6-19 are obese. This plan to add programs like Dance Dance Revolution and stationary bikes with built-in screens that simulate car races (you pedal faster to make your car increase its speed) to PE classes gives hope to this generation.
West Virginia piloted a program where exergaming became a mandatory part of the state's physical education program. The game Dance Dance Revolution was incorporated into their program. This exergame displays dance steps that correspond to hip songs on an overhead screen and makes participants match the steps displayed by stepping on a mat. After the incorporation of this program, the state noticed that physical fitness levels rose amongst their students.
These types of exergaming programs provide an excellent cardiovascular workout and promote coordination as well. They allow for the monitoring of heartrates and calorie output of students by teachers. Exergaming would be an excellent resource in areas that experience harsh winters, intense heat, and safety issues (bad neighborhood).
In the future, exergaming might include devices that transmit brainwaves into code to allow users to move avatars on an overhead screen. These devices would include wireless headsets that sense these brainwaves. Major companies like Sony and Nintendo would pay huge sums for this technology. Currently, the companies Emotiv and NeuroSky are trying to develop this brainwave reading technology. Unfortunately, exergaming devices are expensive.
1. Would the high cost of these exergaming devices prohibit their use in public education? I think the current budget shortfalls would prohibit the implementation of exergaming devices in public schools. At the present time, physical education seems to be taking on a less significant role in education despite the fact that an ever increasing percentage of youth are obese. However, nothing is impossible. Through the use of physical education grants, public schools could see the implementation of exergaming equipment.
2. Do you think that exergaming has a place in our current physical education environment? I think that exergaming adds a whole new dimension to physical education. Many students would find exergaming to be a lot of fun, and that would increase participation in PE and enthusiasm amongst students. What better way to get kids to increase their movement then to have them engage in an activity that is fun and entertaining? Girls would especially take to the Dance Dance Revolution, and boys would like the stationary bicycles that incorporate the competitive nature of car racing. Technology is forever changing and we must change along with it. New ways to combat obesity should be wholeheartedly encouraged and implemented.
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