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Active Gaming: Research to Application
1. 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
2. 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, Brain bike
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4. Objectives Research - Brief Description and Discussion Application Applying Results in Order to Improve and/or Inform 3. Suggestions for Future A.G. Appropriateness
5. Research Web 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
6. 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
7. 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
9. 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
11. 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. To incorporate interdisciplinary strategies
12. Team Project 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. N= 57 children/ 6 Teachers FootGaming = Active Learning Tool Academic content = Playnormous Nutrition Games Integration: Nutrition, Physical Education, Math, Geography
13. Methods Mixed Methods FootGaming activity served as the “pedometer” for counting and accumulating steps Pre and Post assessment – nutrition content Journal entries from students and teachers
14. Results Statistical Significant Difference (Pre/Post scores; P<.0001) Large Effect Size (1.36) (Preliminary)Total Step count - 265,850 Rough avg. of 4,664 steps per student (N=57)
15. What the Students Suggested FootGaming: Should be a part of their school day Was Fun! “Helped me ‘think’ better” after playing Made me happy/feel good after playing Is a fun way to learn nutrition and exercise the body
16. 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
18. Crossover between Both Classrooms Children suggest A.G. is fun Children enjoy being active Children can learn in all 3 domains Learning while Moving Children believe A.G. is Fun Learning And…
19. Active Gaming “can” be an appropriatetool used in School “A good idea is about 10 percent and implementation and hard work and luck is 90 percent.” Guy Kawasaki
20. Current: Active Learning Active Learning Tool Gamercize Steppers connected to classroom computers Academic Content Science (Space) Online Game
21. Methods >60 3rd-5th Graders >30 Control Group (Not Active) >30 Experimental Group (Active) Pre/Post Assessment (Recall/Retention) HR Monitors to Assess Physical Activity Levels Qualitative Survey at Completion of Study to understand
24. Reflection on Data The “Implementer” has an Effect on the “Participant”; Sometimes a Significant Effect. Observations, Fieldnotes, and Research Data Personal journaling/reflection Personal discussions Practitioners, Colleagues, Students, Manufacturers Demonstrated “concerns”…
25. Critical Reflection: What we Know… 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.
26. 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
27. 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?
28. PETE Research How are PETE profession implementing A.G. in their programs? Survey Monkey (85/300 responded) 92% Aware of A.G. in Physical Education 78% Do not Implement A.G. in PETE program
29. Reflection… If our Teacher’s (practitioners) are not Prepared, how can we expect them to Implement A.G. Correctly? Application: Ask the PETE Students…
30. PETE Research Implementing Active Gaming in PETE ID&C course 29 Physical Education majors Purpose: To understand how Pre Interns experience A.G. in physical education. To learn if implementing A.G. in an ID&C course is effective
31. Meaningful Result Q: “Was it difficult to create fitness lesson plans using AG as the tool?” Please discuss your answer A: Unanimous (N=29): Discomfort or difficulty in planning lessons with AG. Just not sure I “get it” or “understand” how to do it. “It’s a game so the kids just learn from the game – so just give feedback, right”
32. Process to Understanding Q: “What do/would you need to better assist you with Implementing A.G. in your classroom?” A: “Lesson plan suggestions, Ideas, examples, etc…”
33. Research Application Workbook with Implementation information (Lesson Plans, rotation ideas, examples etc.) to guide and assistance teachers and practioners alike.
34. Take Home Messages… Active Gaming can clearly be a beneficial tool for Fun, Active, Healthy Learning in Both classrooms. We Must Understand not only the Importance but the Necessity of Proper Training for Appropriate Implementation. “If it needs to be amended to strengthen the implementation of the environmental issues then it will have to be amended.” ~ Romulo Neri
35. Take Home Messages… Research with a Purpose. Applying the results is necessary and essential. “Success is neither magical nor mysterious. Success is the natural consequence of consistently applying the basic fundamentals.” ~Jim Rohn