Exergaming - UK College of Education
Transcription
Exergaming - UK College of Education
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 Lessons are designed with the main focus on getting kids moving Assessments for the objective of the lesson are not developed or accounted for during each lesson Appropriate Lessons are designed with a focus on the three domains (physical, cognitive, affective). Lesson objectives are assessed during each lesson. Maximize Participation Inappropriate Students spend too much time waiting to play the games or their “favorite” game. Enough equipment is not available to accommodate all students. Appropriate Students are not allowed to wait for their desired game and are provided activity time that exceeds 50% of class time. Traditional equipment is used in addition to active games to accommodate all students. Feedback Inappropriate Teachers provide students with feedback based on the “game”or activity. Good Job, Great score, You made it, etc… Feedback is provided to those students succeeding at the game or activity. Appropriate Teachers provide students with “specific” feedback specific to the established learning objectives. Feedback is provided to all students to assist in learning Individualize the Activities Inappropriate Appropriate Teachers place all students on the same game level, mode, intensity, etc. without providing modifications where necessary Teachers allow students to develop the needed skills and progress at the level most appropriate for the individual student. Teachers set a “norm” score or level in which students should achieve. Individual goals are set for students to achieve. Preparation Appropriate Inappropriate Teachers purchase the “most popular” game that the students would want Teachers ignore the need to play the game themselves because they are not interested and understand the games are “userfriendly” Teachers are frustrated with technological issues and leave it broken or not used Teachers research which activities would be most beneficial in their curriculum Teachers have spent hands on practice time and personally feel comfortable with the activity Teachers understand the correct avenue of communication for all 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