Showing posts with label active gaming. Show all posts
Showing posts with label active gaming. Show all posts

Thursday, 2 December 2010

Public Voting Open For Active Gaming Awards

What are the best ‘exercise-games’ and hardware for 2010? Is it Microsoft Kinect, PlayStation Move or Nintendo Wii? These questions and more are the subject of a public vote in The Exergame Network Awards for 2010. Fifteen categories cover the new generation of Active Video Games (Exergames) with nominations from industry experts.

Public votes are being collected by The Exergame Network (TEN) at http://www.exergamenetwork.org and through social networking sites, such as Facebook and LinkedIn. The results will be released in the new year. Fifteen award categories include “Best Children’s Exergame”, “Best Seniors Exergame”, “Best Fitness Avatar” and conclude with the premier award “Best Home Exergame of 2010” that has the nominations PlayStation Move - Start the Party, Microsoft Kinect Sports, Nintendo Motion Plus - Wii Sports Resort, Ubisoft Just Dance for Wii, EA Sports Active 2 for Wii.

Most people have heard of Nintendo Wii but the world of Exergaming is much larger as indicated by the number of categories and the nominations included in the TEN Awards. Exergaming continues to expand its influence being represented on TEN by field specialists such as Sheryl Flynn from Games4Rehab. Mark C Barlet from Able Gamers and Dan Lawler from PE4Life.

"I am excited to be a part of TEN putting together these amazing awards, and I hope that companies see this as a further reason to drive innovation in the Exergaming genre. I hope this increases the awareness of gamers with disabilities and companies look to some of the new technologies emerging and find ways to further include them in the fun." says Mark C Barlet, CEO of the AbleGamers Foundation & Editor-in-Chief of AbleGamers.com.

“For the first time ever, you can nominate and vote for your favorite exergame as a way of saying "Thanks" to the development team that makes staying healthy or enduring arduous rehabilitation more FUN! By acknowledging our appreciation we are encouraging more development, research and application into the health, wellness, leisure and rehabilitation game space! Exercise your right to VOTE” adds Sheryl Flynn PT, PhD, co-founder games4rehab.org & CEO Blue Marble Game Co.

To vote for your favourite exergame click on “TEN AWARDS - VOTING” or go to The Exergame Network Facebook page. The results and winners will be announced on the TEN website in the new year. The nominations were assembled by the TEN Awards Committee and represent the best exergaming has to offer in many diverse fields.

Friday, 9 July 2010

Teachers Demand Physical Education Overhaul

Scientific research supports physical activity as an effective approach to minimize mounting health concerns and Physical Education teachers are using this research and exciting new methods to re-define "what is PE". PE teachers are the doing their part by rasing awareness that fitness can be fun, in a way that kids today understand - technology.

These technology skilled PE teachers of today are learning to use "exergames" in classes - exergames are video-games combined with fitness. Nothing engages today's school children more than technology, so it is no surprise exergames dramatically raise interest in PE class by making the class fun, challenging and rewarding. Exergaming is advocated throughout the U.S. by The Exergame Network (TEN). TEN's mission is to share information, success stories and act as a portal resource for exergaming via it's education wiki and blog.

Pioneering teachers PE encountered early challenges, sometimes experimenting with games consoles, like the Nintendo Wii, as a format to drive a PE class. Leading PE teachers now eagerly share the formula for success by using a wide range of exergame implementations. Successfully trailed exergames meet recommended exercise guidelines and can be integrated into structure PE lessons to the enjoyment and benefit of students. Many PE teachers have developed the skills to use exergaming in a developmentally appropriate way, according to guidelines from PE centers of excellence, as a tool can motivate and energize today's youth.

A Florida PE teacher spoke confidently in support of exergaming, "This is the first time in 11 years of teaching PE that I've had to kick kids out of class who don't want to stop exercising." One student summarizes the feelings of those involved in structured exergaming PE class "If the whole United States had a room like this, then this world would be a better place." This evidence, supported by peer reviewed research, comes directly from the University of South Florida's, Active Gaming Research Lab's web archives and represents just two of the many success stories of research into all ages and different implementations of exergaming.

The support for exergaming has reached global proportions, demonstrated by quotes from the BBC News posted in the Gamercize web archives. A PE student talks about the immersive nature of exergaming "Sometimes when you're playing netball or basketball you get a bit tired and then you say 'Oh I don't want to do this anymore' but this is really fun and I think I could do it all day." Her teacher is aware of how exergaming increases student involvement in PE, "Its certainly not physical education as we know it, but thats not what we're looking for. Some kids want to take part in this who wouldn't want to play football or other conventional sports."

Educators, researchers and editors alike are encouraged to use exergaming technology in their classes by first visiting the TEN resource sites to participate, ask questions to the worlds foremost experts, share news and ideas on exergaming in PE and PA. Resource information from TEN includes the five major categories of exergaming implementations, from dance pads to dedicated "workout" games, at
http://exergamenetwork.blogspot.com/p/types-of-exergaming.html. TEN has also listed exergaming products available in the US with a collection of nearly 40 different exergaming choices covering aspects of PE with many different modes of physical activity at http://exergamenetwork.blogspot.com/p/exergame-products.html.

The Exergame Network can be joined or contacted via
LinkedIn, Facebook, Wiki, Twitter or by email at info@exergamenetwork.org.

Teachers Demand Physical Education Overhaul

Scientific research supports physical activity as an effective approach to minimize mounting health concerns and Physical Education teachers are using this research and exciting new methods to re-define "what is PE". PE teachers are the doing their part by rasing awareness that fitness can be fun, in a way that kids today understand - technology.

These technology skilled PE teachers of today are learning to use "exergames" in classes - exergames are video-games combined with fitness. Nothing engages today's school children more than technology, so it is no surprise exergames dramatically raise interest in PE class by making the class fun, challenging and rewarding. Exergaming is advocated throughout the U.S. by The Exergame Network (TEN). TEN's mission is to share information, success stories and act as a portal resource for exergaming via it's education wiki and blog.

Pioneering teachers PE encountered early challenges, sometimes experimenting with games consoles, like the Nintendo Wii, as a format to drive a PE class. Leading PE teachers now eagerly share the formula for success by using a wide range of exergame implementations. Successfully trailed exergames meet recommended exercise guidelines and can be integrated into structure PE lessons to the enjoyment and benefit of students. Many PE teachers have developed the skills to use exergaming in a developmentally appropriate way, according to guidelines from PE centers of excellence, as a tool can motivate and energize today's youth.

A Florida PE teacher spoke confidently in support of exergaming, "This is the first time in 11 years of teaching PE that I've had to kick kids out of class who don't want to stop exercising." One student summarizes the feelings of those involved in structured exergaming PE class "If the whole United States had a room like this, then this world would be a better place." This evidence, supported by peer reviewed research, comes directly from the University of South Florida's, Active Gaming Research Lab's web archives and represents just two of the many success stories of research into all ages and different implementations of exergaming.

The support for exergaming has reached global proportions, demonstrated by quotes from the BBC News posted in the Gamercize web archives. A PE student talks about the immersive nature of exergaming "Sometimes when you're playing netball or basketball you get a bit tired and then you say 'Oh I don't want to do this anymore' but this is really fun and I think I could do it all day." Her teacher is aware of how exergaming increases student involvement in PE, "Its certainly not physical education as we know it, but thats not what we're looking for. Some kids want to take part in this who wouldn't want to play football or other conventional sports."

Educators, researchers and editors alike are encouraged to use exergaming technology in their classes by first visiting the TEN resource sites to participate, ask questions to the worlds foremost experts, share news and ideas on exergaming in PE and PA. Resource information from TEN includes the five major categories of exergaming implementations, from dance pads to dedicated "workout" games, at
http://exergamenetwork.blogspot.com/p/types-of-exergaming.html. TEN has also listed exergaming products available in the US with a collection of nearly 40 different exergaming choices covering aspects of PE with many different modes of physical activity at http://exergamenetwork.blogspot.com/p/exergame-products.html.

The Exergame Network can be joined or contacted via
LinkedIn, Facebook, Wiki, Twitter or by email at info@exergamenetwork.org.

Friday, 11 September 2009

news: Exergaming is coming to PETE

The NASPE Physical Education Teacher Education Conference occurs every three years and is the premier professional development and networking event for university PETE faculty.

The focus is always on current and future issues, initiatives, and research that impact physical education teacher education programs. Attendees will learn from the many workshops, roundtables, poster sessions, paper sessions, general sessions, and featured speakers. .

For this conference the future issues will be the first to include a dedicated active gaming presentation in the pre-workshops of October 7th. Within the "Using Technology in Physical Education Teacher Education" workshop Dr Lisa Hansen will present "Active Gaming and Interactive Fitness: implementation strategies ".

This workshop was given at the national AAHPERD Conference in Tampa earlier this year and along with the provided handbook is an excellent resource for physical education teachers, including examples of lesson plans.

Read more on the workshop here and here

More about the organisations involved : AAHPERD, NAPSE, PETE

Tuesday, 19 May 2009

news: exergaming steals the show at AAHPERD

The national physical education show in Florida last month was full of exergaming, not only on the exhibition floor but also in the seminars, poster sessions and workshops.

Even before the conference began there was a special NASPE session "Using Technology in Physical Education Teacher Education" in one of the conference hotels. The use of technology to as a tool to make PE teachers life easier included Web 2.0, electronic student response systems and online assessments. Multiple sessions were presented by Derrick Mears (Western Washington University), Lisa Hansen (University of South Florida), Joanne Leight (Slippery Rock University) and Patrick Fine (Chesterfield Elementary School).


The highlight of the pre-conference was an excellent, in-depth presentation by Lisa Hansen on exergaming (Active Gaming) and Interactive Fitness. This started with issues around obesity, the decrease of general levels of physical activity and the role Recreational Screen Time (RST) has to play in this decline. The obvious choice of using technology for fitness instead of against fitness was presented, backed by research.

The most important aspect of the presentation for me was the thinking around implementation, to ensure exergaming is as effective in the real world as it can be proved in the lab. Gamercize was used as a demonstration piece for a lesson plan to illustrate "hands-on" the key of the presentation. Using Gamercize and running through the lesson plan showed a subject's resting heart rate of around 60 peak at 130 with an average of 120 throughout the 30 minute piece.


The first of the two formal sessions that delivered the exergaming message at the conference was "#351 - A Critical Look at Fitness Technology for Kids" by Dan Drury of Gettysburg College, parent of two and exergame evaluator. This session concentrated on the factors that make exergaming work, Intensity, Duration, Mode, Frequency and Progression.

Both the exercise physiologist view and kids perspective had equal billing to give a presentation that woke the delegates up to the fact not all exergames are created equal. Giving PE a structured approach to evaluation is an excellent idea and the entire piece was well received.



The second session that shook the halls of the Tampa Convention Center was "#551 - Exergames: Bridging the Gap between Video Games, Activity and Fun" by Stephen Yang of SUNY Cortland, parent of two and long standing exergame guru. This session focused on doing rather than talking and included short introductions by notables such as John Foley (SUNY Cortland), Lisa Hansen (USF), Richard Coshott (Gamercize UK), Andrea Oh (iTech Fitness) and Aaron Hart (Station PE).

The workshop started with brief introductions and key messages from Stephen's team before breaking out into Q and A sessions with the presenters. All the time the students from SUNY Cortland were getting their game on with DDR, Gamercize and Gamebike - while wearing heart rate monitors which were displayed on the big screen!


The common theme for the sessions was - oversubscription! Dan's presentation had delegates sitting and standing in the corridor outside while Stephen's workshop had attendance well beyond the capabilities of the PA system and even had exergaming spilling out into the concourse!

Wait and see what impact exergaming has on AAHPERD and the regionals in 2010, it is sure to be much bigger based on the demand from Tampa

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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