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Exergames as Learning Tools

Page history last edited by Helena Baert 14 years ago

The combination of technology delivered games that provide a learning experience based on standards-based curriculum and good game design can enrich what "school" delivers.  When physical activity is added to technology-delivered software and games the brain can be best prepared to learn.  Students arrive at school with many physical and mental states vying for attention, focus, mood and engagement.  Stress, ADD/ADHD, anger, frustration, anxiety and social challenges are only part of what teachers must deal with.  Varying levels of development, proprioception/balance, eye-tracking, patterning, and other skills impact success in reading, math and learning overall.  Through a five-year field study that added student-managed exergames (DDR and Wii Sports) to the learning environment we developed Generation FIT (www.generation-fit.com) and ExerLearning (R) (http://exerlearning.blogspot.com).

 

We discovered that these Exergames actually prepared students to learnand alleviated many of the social and emotional issues that added to the challenges of struggling students.  With select exergames practiced throughout the learning day in the regular classroom, teachers found that they were better able to facilitate learning and do what they do best.  Not every school has the time to integrate a full program like Generation FIT.  Our goal was to develop a cost effective, res-driven, easy to implement plug and play solution.  We developed FootGaming for school and the Team E3 program.   FootGaming at School and Work    http://www.youtube.com/watch?v=jCq9ZC9pBek 

ExerGaming - FootGaming and Learning   http://www.youtube.com/watch?v=l2SgTa5kiK0

 

 

What Does the Research Say?

·        Ten minutes of aerobic exercise before a cognitive task (like reading or math) resulted in better success at that task

·        Students who did 10 minutes of physical activity before a standardized test, did up to 25% better at that test than students who received 20 minutes of test-specific tutoring.[1]

This research is profoundly relevant to today’s learning, health and fitness crisis.  At the same time the fitness-overweight dilemma is growing, funding for programs like physical education in schools are being reduced or eliminated.  Preparing healthy, active children for life has taken a backseat to preparing the K-12 student for standardized tests.  Teachers struggle to increase test scores, particularly in math and reading.  Educators have been mandated to address both the fitness and the test-score issues, but they need help. ExerLearning® and tools like FootGaming™ with the FootPOWR™  peripheral tackle fitness and academic goals simultaneously-while saving teachers time and saving Districts money.

  • We can help you connect solid physical activity and fitness benefits to programs eligible for NCLB, NETS, Title I and SES funding.
  • What could happen on a national level if grade 3-12 students became ExerLearning experts? Our TEAM E3 program delivers.
  • We can work with schools and parents to achieve outcomes that make learning and fitness fun and effective.

 

Imaginethe impact on standardized test results if the 30% lowest performing students:

    1. Attended school 23% more days per quarter (Gen FIT field study results)
    2. Reduction in negative behaviors (Teacher report)

    3. Gained confidence and focus (Gen FIT teacher reporting)
    4. Gained eye-tracking, patterning, sequencing and vestibular balance practice (proven predictors of fitness and academic success)
    5. Lead and manage a valuable classroom program for their teachers

 

Explore FootGaming and Exerlearning!   http://footgaming.blogspot.com

www.footgaming.comhttp://exerlearning.blogspot.comfootgaming@gmail.com

 


[1] California Fitnessgram Correlation with SAT scores; accessed on September 1, 2005; http://www.cde.ca.gov/nr/ne/yr02/documents/yr02rel37att.pdf

Comments (2)

Judy Shasek said

at 2:08 pm on Apr 7, 2009

There is no question that classroom teachers are over-busy, working tirelessly to improve student achievement (especially by what is measured on stadardized tests) and face with a full plate of challenges daily. Reading and math could fill a day. Collaborative projects, special needs students, behavior, learning to integrate new technology tools, and creating enriching and compelling learning opportunities take a great deal of planning. Exergames inspired one classroom solution that has made a difference for many teachers and students. The exergame Dance Dance Revolution (DDR) inspired a student-led exergame program organized in grade 3-12 classrooms. For video clips on that see http://www.generation-fit.com. From that experience, I developed a term for the dramatic changes in student learners when exergames were a 10-15 minute part of their learning day in 1-2 sessions. The word was trademarked: ExerLearning (see http://exerlearning.blogspot.com ) Recent brain research by Dr John Ratey and Dr John Medina, along with many others in cluding Charles Hillman, Stephen Yang and the team led by Phil Lawler at Naperville Central High support the addition of regular bouts of physical activity to prepare the brain for greater productivity and success at cognitive tasks.
Teachers are very busy - but because technology has now developed so that an easy to add computer peripheral can add physical activity and balance training to any computer task, ExerLearning (R) is an easy and effective addition to classroom strategies. These include the Gamercize (http://www.gamercize.net) and FootPOWR peripheral (see http://footgaming.blogspot.com) Best of all, many casual games do much toward preparing students to learn, reduce stress, improve mood and inspire school attendance - all valuable. For more discussion on this topic please explore the Footgaming exerlearning blog http://footgaming.blogspot.com

Richard Coshott said

at 7:09 pm on Apr 7, 2009

Feel free to edit and add to this great start by Judy - exergames can be more than just fitness, they can enhance learning too!

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