Showing posts with label Health. Show all posts
Showing posts with label Health. Show all posts

Tuesday, 6 January 2009

Advice: teachers guide to exergaming in school

Exergaming has a place in school, but this place can be different, from school to school. The investment in exergaming equipment gives best return by maintaining high usage rates. In this post we share the uses of exergaming that have been shared with us from schools we know.

Exergaming can span many disciplines and activities within the school environment, all of which could be very different from the initial purchase intention. The obvious choice for exergaming is within core curriculum PE classes. We have covered the various options and techniques in this previous post here.

Looking beyond this core activity we have five other options for the exergaming equipped school to explore.

Option 1 – School Clubs
Out of schools clubs are especially popular for exergaming, with schools using breakfast, lunchtime or after school time slots. These clubs allow a more unstructured use of the equipment than PE class, emphasising the fun element of exergaming. Without set goals, the children can bring in their own games to play and develop the social skills of exergaming. Breakfast clubs encourage school attendance while lunchtime club attendance can be used as reward for academic or behavioural excellence. All time slots are useful to add extra physical activity into the children’s lives.

Option 2 - Day Care
When school is closed for holidays, equipment can be used in supervised child care sessions to provide another activity for the youngsters. To keep children entertained for long periods of time the use of exergaming is invaluable. Parents can testify to the length of time children are engaged by this media. Adding exercise also adds physical limitations on time playing, to ensure rotation of children on the equipment. The exercise burns off excess energy, especially on days when the weather precludes outdoor play.

Option 3 – Cross Academia
Most computer based exergames can be used in IT lessons (computer classes) to add physical activity to IT learning. The addition of exercise has a positive effect on learning, stimulating the mind of the user through physical activity. Both computer and console based exergames can be used in math, history, geography and many other academic disciplines by the appropriate choice of game played. A simple example would be card games used in math lessons, powered or controlled as exergames.

Option 4 – Special Events
From time to time unique opportunities arise for your exergaming equipment. School open days are an excellent chance to showcase the equipment and generate interest. Children trying the equipment will look forward to joining the school while the physical wellbeing of students is clearly demonstrated to the parents. Competition days can also be used to widen the use of your exergaming equipment. These events can be used with inter-school events and alongside traditional sports days.

Option 5 – Employee Wellness
The children should be considered first, but also the health and wellness of the staff is a school priority. During teacher training days or after school, when the children have left, teacher’s use of the exergaming equipment improves employee health and can be used for team building.

The options for exergaming are limited only by the imagination; please feel free to add your own experiences and share new applications in the comments below.

Friday, 2 January 2009

News: foundation started to promote exergaming and deskercise

We have been lucky enough to secure sponsors for our blog from the Active Gaming and Working Foundation. This will enable us keep giving free and impartial advice for physical education professionals in the use of exergaming for health and fitness.

The Active Gaming and Working Foundation seeks to reduce sedentary screen time including, but not limited to, video game play, computer game play, television watching and use of desktop and laptop computing for online internet and general offline office working. The AGWF objective is to add physical activity to existing inactive screen time to promote health, fitness and weight control to individuals, places of education and work. The AGWF seeks to fund, implement and facilitate the addition of fitness technology to existing screen based pursuits.

Read more about exergaming and deskercise from the AGWF here.
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Tuesday, 4 November 2008

Research: exergames break link between video games and childhood obesity

One of the evils that's linked obesity in children - video games - is now being used to promote physical activity by using physically active exergames, research shows.

"When we talk about obesity, we often talk about the fast-food industry," said Laurette Dube, organizer of the 2008 McGill Health Challenge Think Tank. "But that's only one side of the equation - the energy-in side. We also have to look at the energy-out side, and that's why it's very important to look at ways in which we can reduce kids' inactive time and increase their share of time that gets them moving."

Exergames keep kids moving and balance the energy equation, which has shown in new study. The study shows that obese and overweight children who play exergames don't gain weight but in fact improve their physiological function.

Linda Carson, a professor of physical education West Virginia University created two groups of overweight children. The first group spent 12 weeks with a variety of exergames. The second group continued with their regular routine.

After the 12 weeks were up, the researchers discovered that the children in the second group gained weight. But the children in the exergaming group maintained their weight, while improving their aerobic ability and endothelial capacity.

Read the full article here.
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