Active Gaming: Research to Application “Few things are impracticable in themselves; and it is for want of application, rather than of means, that men fail to succeed.” ~Francois de La Rochefoucauld Lisa Hansen, Ph.D. University of South Florida G4H, Boston, 2010
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Active Gaming:
Research to Application
“Few things are impracticable in themselves; and it is for want of
application, rather than of means, that men fail to succeed.”
~Francois de La Rochefoucauld
Lisa Hansen, Ph.D.University of South Florida
G4H, Boston, 2010
Active Gaming Defined• Exergaming: Screen based
– Video game concept– Virtual Sports, DDR, Gamercize, Virtual
Bikes
• Interactive Fitness: Non Screen based
– Martial Arts Simulators, HopSports
• Active Learning: Academic Focus– FootGaming, Gamercize Steppers,
Research to Application: Understanding not only the purpose of the proposed research and results but also the application that resulted from each project; “hopefully” resulting in multiple take home messages for you.
Research Web G4H 2010.doc
5th Grade Students’ Experiences
• Purpose: To explore and understand the experiences of 5th grade students’ experiences in physical education classes
• 8 Weeks (16, 30 min sessions)• Qualitative methods
– Fieldnotes, Journal Entries, Interviews• Researcher developed 8 week fitness
unit
Results
Persistence to Game (P2G)7 Elements Support P2G:
1. Fun
2. Opportunities for choice
3. Peer interaction
4. Peer and independent learning
5. Perpetual movement to be engaged
6. Reluctance to cease game play• 7. Video game play motivation
P2G and Flow Theory
Reflection• Previous Pilot Data and P2G…
– Children enjoy learning (3 domains) in PE– Limited PE available in schools– Brain research suggests PA can improves learning– Focus is on academics
*Bring Active Gaming to the Academic Classroom
Active Gaming in the Classroom
Active Learning
Purpose – To integrate physical activity and
health principals using active gaming in the academic classroom in order to understand potential wellness benefits.
– To explore the experiences of the teachers and students while participating in active learning activities.
• 3rd – 5th grades at a local elementary school worked together to accumulate steps using the FootGaming pads in order to complete a 10 week journey around Florida stopping at Four “healthy” locations.
Is a fun way to learn nutrition and exercise the body
What the Teachers Suggested
• As a result of using Footgaming:– “Off Task” students benefited– Students were learning– Students were excited about the project– Students enjoyed FootGaming
Footgaming:– Took a short amount of time to get used
to but now it is easy to use and effective in the classroom
– Was a useful tool in their classroom; they will continue to use this activity
• Appropriate implementation is essential to achieve successful outcomes including sustainability of the user.– Regardless of the location…
• A.G. should be a “Tool” in School– National Standards/Benchmarks and
Objectives– What “Tools” are available to reach these
Obj.
Inappropriate Use of A.G.• Overused for “free play”• Maximizing Participation is not evident• Replaces the teacher• Limited or inappropriate assessment(?)• Inappropriate introduction of A.G. to
students• Missing the “techy” on campus
Why are Inappropriate Practices Common?
• Lack of quality teachers?• Misunderstanding of how to use
A.G? • Lack of Knowledge or Education?
*Is Implementing Active Gaming harder then perceived?