Monday, 27 October 2008
Advice: teacher's guide to video game consoles
The video game console is a key component of almost all exergames and this post explains the basics you need to know, so you can concentrate of delivering physical education. The mainstream video game consoles are Sony PlayStation, Microsoft Xbox and, of course, Nintendo Wii. You don't need to know the particular differences between these, they all have the same basic components.
The three main components are the game disc, the console and the controller. The controller is connected to the console and is not interchangeable between consoles of different types. Video game consoles can use up to four controllers at any one time allowing four players to share in the same game. One trick to bear in mind is the PlayStation 2, needs a special extension called a "muti-tap" to enable four controllers to be connected.
The game disc normally holds one game and there are a large number and variety of games available for each console. Games can be either a single player or up to four player, this is shown on the back of the game case. This determines the number of controllers and therefore players that can use a single console simultaneously. You should always check the video game age rating for the suitability of the game.
Loading a game disc and connecting controllers to a console is simple enough. Powering on the console is also straightforward with two main types of power, a simple cord or a two piece cord that connects a power pack to the the console and the electrical outlet. Normally the most challenging aspect of setting up a video game console is the connection to the screen.
Consoles use mainly scart connections or the three of yellow, red and white phono (RCA video) plugs. If your screen only has scart then the little adapter on the right of the above picture is what you'll need to convert from the three plugs to the recognisable scart connection. Your console video lead could, for Xbox 360 and PlayStation 3, be an optional HDMI cable for high definition games which works very well on large screens.
Lastly, don't rule out a projector rather than a screen. These are great for showcasing your exergames during open days and kids like nothing better than playing games on the big screen. Projectors can also be combined with the PlayStation and Xbox consoles to play and show educational DVDs.
If all the video cables still worry you then relax, the good news is that none of these require the set to be "tuned in", it's all plug and play just look for the AV or "source" button on the TV/screen's remote to find the right input. If all this fails, in a class full of children, at least half will know how it all works!
Sunday, 12 October 2008
Research: Exergaming 6 times more popular than exercise alone
This research was completed in July 2007 and set out to determine the free choice in activity of children aged between 7 and 11 yrs, when given three activity stations:
- Traditional games with no physical activity
- Exergaming stair step and cycle fitness machines on PlayStation 2
- Stair step and cycle fitness machines with no games connection
As the chart above shows, in unstructured play, children aged 7-11 years choose exergaming over traditional games and exercise. For those teachers who start each PE lesson examining a handful of excuse notes, it is useful to know that children can be engaged in exercise - by adding video games.
Given free choice the children were 6 times more likely to engage in physical activity if it is combined with games.
The exercise station and the exergaming station have the same cardiovascular equipment and the same calorific burn. The time spent on each station showed lack of motivation to exercise being a key factor in obtaining fitness benefits. It was also observed the rate and consistency of exercise was much lower on the exercise station, although this has not been reflected in the chart above.
The summary we can take from these observations is that children are engaged by exergaming, and in using exergaming we get significant physical effort from the children.
For further reading download the report in pdf format.
Friday, 10 October 2008
News: $10,000 Contest to improve middle school physical education
Keep Gym in School has chosen schools in-need for adoption to help deliver quality physical education opportunities to all students. Keep Gym in School will refurbish facilities; provide funding for physical education instructors and supply equipment, as needed.
Each adopted school will engage in an "In-School Fitness Challenge" to assess student fitness, motivate students to stay active and allow physical education teachers to monitor student progress throughout the year. The challenges will be kicked off with "minicamp" events that will be run by the participating NFL players.
To expand the program nationally, Keep Gym in School will provide one additional school with a $10,000 grant to improve its physical education program. NFL Network will offer an online adoption contest open to any middle school nationwide. Students, parents, teachers and other community members can nominate their school for the grant online at the website.
Keep checking http://www.keepgyminschool.com/ for updates to the contest.
Monday, 6 October 2008
Advice: teacher's guide to video game age ratings
Exergames use video games, which is positive because kids love video games. There needs to be awareness that not all games are suitable for children. Choosing an inappropriate game for exergaming is mentally unhealthy for children and will produce a negative response from some parents. Despite a few high profile games that are considered unsuitable for children, there is a significant number of alternatives. This post is intended to help you when selecting appropriate video games for children related to age groups.
Video games are rated according to age, similar to movies. This rating is typically visible on the outside of the packaging of the video game. There are various styles of age rating scales available -some using numbers and others using letter codes.
The number systems, such as the Pan European Game Information (PEGI), are self explanatory as they provide a number that indicates the lower age limit. Additionally PEGI gives an indication of the type of content on the outside of the package, such as bad language or drugs. The coding systems, such as the Entertainment Software Rating Board (ESRB), also include additional information regarding the content of the game, but use letter codes instead of numbers to define an age range. There are additional rating systems, but these are the two main styles you are likely to find.
It is important to implement positive mental practices as well as physical practices during exergame play in physical education. Therefore, paying attention to the video games children bring to class, and considering age rating as an important part of the purchasing criteria for you and the parent is necessary. In practical terms, you will need to decide what the lowest age is during each class, and make sure you are using appropriate video games for all potential users during exergame play.
As an example, to incorporate exergames into a school with children at various age levels, it is essential to avoid using video games designed for older children with children that are below the appropriate age. A game of a low age rating will be a suitable choice that everyone in the school is able to use. Most of the popular sports games have a 3+ age rating; yet, teenagers are also engaged. It is essential that any games with higher age ratings, chosen by older age groups, should be unavailable to younger children.
Allowing your children to bring their own games to class is a great way to get them excited with exergame play. However, if you allow this, simply check the age rating on the package to make sure it fits your standards. And, as we all know how children can be deceivingly smart, make sure the children have not brought an older rated game in by sneaking it into a different package with a younger age rating!
For further reading see http://www.esrb.org and http://www.pegi.info.
Sunday, 5 October 2008
Ask us about exergaming in physical education
To capture the kids imaginations, use a little exergaming magic and lead the lost boys (and girls) to a physical activity that they find fun. Where they go from there is up to you.
If you want a lowdown on which video games work for which ages, orfind out what products have made it out of the trade shows into the classrooms or want to avoid the pitfalls of exergaming in schools, then just ask us. We'll do our best to answer every question!
Welcome to P.E.T.E.R
Here you find all the resources you need in order to use technology for the advancement of physical education.To get you started, here's the lowdown from Wikipedia
Physical Education
In most educational systems, physical education (P.E.) class, also called physical training (PT) and Phys Ed, is a course that utilizes learning in the cognitive, affective and psychomotor domains in a play or movement exploration setting.
Exergaming
Exergaming (a portmanteau of "exercise" and "gaming") is a term used for video games that also provide exercise. Exergames have one element of exercise and one element of gaming. The "gaming" aspect is a short form for video gaming. "Exergames" sub divide into two main implementations, those with a game specifically designed to use an exercise input device and those implementations using a genre of, or a generic game.
Check back for more content soon!