FootGaming Education Overview

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    Notes on slide 1

    Thanks for the opportunity to share the story of FootGaming with you. My mission for the past 7 years has been tying video game and computer time to physical activity for the K-12 student. Over 7 years experience with my program Generation FIT – where students lead and manage exergames in the classroom – I knew that more activity was needed in days filled with screen and chair time. Not just for kids but for all of us.

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    FootGaming Education Overview - Presentation Transcript

    1. Contact Info: [email_address] Copyright invenTEAM 2008
    2. At School At Work At Home
    3. FootGaming adds movement and fun to online activities typically done in a chair using mouse and keyboard peripherals At School At Work At Home
    4. Our patented FootPOWR ™ pad can do anything a mouse can do
    5. You simply stand and move your feet to move the cursor (or spacebar or arrow keys)
    6. Computer time becomes a physical activity opportunity
      • Anywhere people interact with a computer there are lots of “chair hours.” Research has proven again and again that humans need to move and get heart-pumping activity in order to do a LOT more than burn calories for fitness. The reasons include many specific to academic success :
      • Movement for kinesthetic learners
      • Oxygen to the brain
      • Increased BDNF
      • Reduced stress
      • Increased productivity
      • Eye-foot coordination and balance for proprioception
      At School At Work At Home
    7. View Video of FootGaming at School and Work
    8. Valuable Video Game Outcomes Casual Games Virtual Online Worlds Can Drive Educational Software
      • For the past seven years Judy Shasek has been in the field exploring the connections between the use of video games in the learning environment, connecting physical activity to learning, empowering students (especially the most challenged learners) to lead and manage programs that provide 21 st Century Workplace Skills, academic success, and wellness benefits. For more on her programs see links below:
      • Trademarked the term ExerLearning
      • Expanded Generation FIT to more than 200 schools
      • Developed FootGaming for school, workplace, home
      • Created conversations about student-led game design and game integration into the learning process via DigiForceG
      • Has consulted for companies like RedOctane, Humana and schools around the US
      • Taught middle school science and technology for 15 years with an MS in Instructional Technology and Distance Education , authored two adventure myths set in the Internet
      At School
    9. Why use FootGaming: to enhance science and math education at the middle school level?
      • Students love games
      • Students need to move – regularly and often
      • Students can use game technology to provide real value
        • Faculty Wellness (ask us about this option)
        • New research on exergaming (HR sitting vs standing and playing)
        • Wellness solutions for school, home, workplace that include math and science in practical applications
        • Understanding of brain research in practical application
        • Lead integration of a new type of peripheral to K-12 learning
    10. Students can connect “games” to valuable real world applications while presenting strategies or solutions to pressing challenges baffling even “the experts.”
      • Adding physical activity to the school day (mandated in 44 states)
      • Tying “exergame” outcomes to thousands of existing games
      • Creating valuable data on the physiology of game play with active controllers
      • Connecting psychology, physiology and brain research in a “fun” environment
      • Creating virtual goods, avatars and incentives that could have real world value
      • Ability to have work published and used now – via Footgaming.com
    11. Our PATENTED logging capability
    12. A casual game is easy to learn, can be played in 10-15 minutes, usually reduces stress, is easy to play with other online gamers and has been proven to be highly addictive. Casual games are often played at school (and at work). Can FootGaming add value to that time in school or after school, throughout the learning day? The Casual Games Association Casual Games Market Report PopCap Research: Games and Disabilities PopCap Research: Stress relief and casual games PopCap Casual Games in the Workplace Casual Games Testimonials
    13. For the full paper on how exercise can enhance academic success, focus and productivity for students please request EXERLEARNING ExerLearning Slide Show Here
    14. PopCap’s BEJEWELED has sold more than 10 million units. BEJEWELED is a FootGaming favorite .
    15. Connecting Virtual Worlds to Virtual worlds are environments in which middle school students spend many hours per week. Creatively discovering ways to add wellness-fitness activity to those hours with games and activities students already love could provide rich benefit to many large corporations and/or health plan providers, employers and more.
    16. Whyville is a FootGaming Destination More than 4 MILLION registered users aged 8-14
    17. 21 st Century Skills via Shasek has written and administered over $2 million in grants for use at the middle school level in science and technology. Over a decade of empowering students to lead and manage projects that tap into aptitudes, interests, teamwork and real world value has resulted in broad success motivating and engaging students. We can link their world view to real world solutions – together.
    18. Contact Info: [email_address] 541-410-1478 Copyright invenTEAM 2008

    + Judy ShasekJudy Shasek, 2 years ago

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