FootGaming Delivers!

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    FootGaming Delivers! - Presentation Transcript

    1. Connecting Physical Activity to the Learning Process
    2. Easy to Implement Physically Activity For the Classroom and Computer Lab
    3.  
    4.  
    5. FootGaming is all about empowering students, teachers, and parents to discover the power of movement, balance, eye-tracking, prediction and game-play to the learning process.
    6. he FootPOWR® pad:
      • Full-immersion active fun for:
      • casual games
      • curriculum software
      • edutainment
      • virtual worlds
      is – play (and learn) with your feet!
    7. he FootPOWR® pad:
      • Full-immersion active fun for:
      • Increased focus and productivity
      • Academic success
      • Behavior modification
      • Increased attendance
      • Engagement in the learning process
      is – play (and learn) with your feet!
    8. Why are these the default “school tools?”
    9. Re-invent any computer with a FootPOWR peripheral
    10. Play (and Learn) With This
    11. 21 st Century School Tool
    12. How Do We Learn!
    13. The Brain and Heart are a GREAT Learning Team
      • Physical exercise increases blood flow in the brain
      • Active Exercise – getting the heart pumping- increases brain chemicals like BDNF and neurotransmitters
    14. Choosing between P.E. and academics sets up "a false debate, because our moving brain is our thinking brain. The same ... cells that we move with ... are the ones we use to think. When we move, we activate them ," Dr. John J. Ratey, the author of "Spark: The Revolutionary Science of Exercise and the Brain."
    15. 3 Years of Literacy Data Naperville Central H.S .
    16. 2 years of Math Data Naperville Central H.S
    17. School Tool = Too Much SEAT Time
    18. Every school District may not be ready to embrace the power of physical education, movement, balance practice to the learning process. ExerLearning delivered to the classroom via an easy to implement technology tool, a plug and play computer peripheral could be the “first step” to observing the power of movement.
    19. PE and Wellness Mandate : FootGaming adds exertion equal to or exceeding the physical activity of an average recess and many PE classes. Students use existing software at any computer Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children Lorraine Lanningham-Foster, PhD a , Teresa B. Jensen, MD b , Randal C. Foster, BS a , Aoife B. Redmond, MBBCh b , Brian A. Walker, DO b , Dieter Heinz, MD b and James A. Levine, MD, PhD a FootGaming 3-10+ METS
    20. Students and Faculty: re-charge with the rhythm of fun! 10 minute work break reduces stress while sharpening and re-focusing the mind Playing casual games for just 10 minutes can lower stress, boost concentration and enhance your mood Students are motivated to come to school and work hard when FootGaming is the reward We add the physical activity to the learning environment – adding energy, oxygen, balance and calorie loss Positive behaviors increase via regular FootGaming breaks – teachers can do what they do best
    21. Can FootGaming Support Behavior Modification Strategies? Positive behaviors, improved mood and reduced stress Sometimes students bring stress, psychological challenges, anger and frustration from home.  In the midst of a busy class, it's tough to stop and deliver an effective intervention. FootGaming can help. Research on the Games to Use with FootGaming FootGaming and Conflict Resolution Attendance and FootGaming Reaching the At-Risk Student
    22. Music, rhythm, and the repetitive practice of patterns found in many computer and video games using balance and eye-tracking are all powerful tools for physical and mental learning. Research has linked active rhythmic play with increased language discrimination and development, math ability, improved school grades, better-adjusted social behavior, and improvements in "spatial-temporal reasoning," - a cornerstone for problem solving.
    23. Spelling worksheets and reading assignments rarely get kids laughing and energetically clamoring for more - but we've seen it in action. At McCall Elementary in Oregon, 4th graders who are usually challenged by reading and spelling elect to practice before and after they do their conventional assignments at the desk. Click for video - http://www.footgaming.com/School/ExerLearning/
    24. At School: energize with ExerLearning FootGaming is an easy-to-deliver method of tying the cognitive benefits of select game/software to the brain-enhancing effects of rhythmic aerobic exercise and balance. See: Generation FIT www.generation-fit.com ExerLearning http://exerlearning.blogspot.com FootGaming Website and Teacher resources www.footgaming.com FootGaming Blog http://footgaming.blogspot.com Brainy Stuff http://www.slideshare.net/invenTEAM/brainy-stuff-1078097# FootGaming, Casual Games and ADD/ADHD http://www.popcap.com/press/release.php?pid=393
    25. Judy Shasek FootGaming.com [email_address] 541-410-1478 Copyright 2009 – FootGaming, FootPOWR, ExerLearning and Generation FIT are registered trademarks of invenTEAM-Shasek 2005-2008

    + J ShasekJ Shasek, 5 months ago

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