Exergaming: Plug in and Play UK Paws 2016

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Exergaming: Plug in and Play UK Paws 2016 Exergaming: Plug in and Play UK PAWs 2016 Lisa Witherspoon, Ph.D. Assistant Professor - University of South Florida NASPE Not only supports but encourages the use of technology (including Exergaming) in physical education Developed and released a position paper for the use of technology in physical education Committee developed and organized a technology in physical education teacher preparation PIPEline convention (training) An Exergame is merely a “tool” to accomplish learning objectives! A modern “jump rope” A Few Examples Dance Dance Revolution HopSports System Nintendo Wii Gamercize Steppers Microsoft Xbox Kinect 3/Kick or Makoto Interactive Walls/Floors Trazer Interactive Exercise Bikes Xavix Interactive Cones ***Virtual Reality Why Exergaming? Skilled vs. Unskilled? Fit vs. Unfit? 21st Century Entertainment “Games” not Exercise Proven to Work Fun? Right?! DEVELOPMENTALLY APPROPRIATE PRACTICES? Lesson Objectives Inappropriate Appropriate Lessons are designed with Lessons are designed with the main focus on getting a focus on the three kids moving domains (physical, cognitive, affective). Lesson objectives are Assessments for the assessed during each objective of the lesson are lesson. not developed or accounted for during each lesson Maximize Participation Inappropriate Appropriate Students spend too much Students are not allowed to time waiting to play the wait for their desired game games or their “favorite” and are provided activity game. time that exceeds 50% of class time. Enough equipment is not available to accommodate Traditional equipment is all students. used in addition to active games to accommodate all students. Feedback Inappropriate Appropriate Teachers provide students Teachers provide students with feedback based on the with “specific” feedback “game”or activity. specific to the established learning objectives. Good Job, Great score, You made it, etc… Feedback is provided to all students to assist in Feedback is provided to learning those students succeeding at the game or activity. Individualize the Activities Inappropriate Appropriate Teachers place all students Teachers allow students to on the same game level, develop the needed skills mode, intensity, etc. without and progress at the level providing modifications most appropriate for the where necessary individual student. Teachers set a “norm” Individual goals are set for score or level in which students to achieve. students should achieve. Preparation Inappropriate Appropriate Teachers purchase the Teachers research which “most popular” game that activities would be most the students would want beneficial in their curriculum Teachers ignore the need to play the game themselves Teachers have spent hands because they are not on practice time and interested and understand personally feel comfortable the games are “user- with the activity friendly” Teachers understand the Teachers are frustrated with correct avenue of technological issues and communication for all leave it broken or not used service issues. Practical - Translates to Home Other Challenges… Exergaming is different and learning task progression may seem complicated at first Time concept – how long is each station? How do I restart the games for each station or student? Or do I? Avatars? How to provide challenges/applications? Troubleshooting on the spot – “Ask the kids” Dance Dance Revolution – Fitness or Dance Content Considerations Financial benefit Durability Maximizes participation Space allocation Bottom line –The heart does not care…just get them moving and help them learn! OR Demonstration! Using Funky Moves interactive cones. Thank you Lisa Witherspoon Ph.D. [email protected] Assistant Professor, Department of Teaching and Learning Director of the University of South Florida Active Gaming Research Labs.
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