Generation FIT for MIddle and High School

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  • Generation FIT for MIddle and High School

    1. 1. Re-inventing the Learning Environment: Empower Tomorrow’s Fitness Leaders Today
    2. 2. The Perfect Storm 35% of     The Perfect Storm!
    3. 3. The Perfect Storm 35% of     <ul><li>America ’ s youth are overweight </li></ul><ul><li>The academic school day is scheduled to the max </li></ul><ul><li>Teachers are over-booked and working hard </li></ul><ul><li>PE mandates are tough to meet </li></ul>
    4. 4. The Perfect Storm 35% of     We need more physical activity for grade 9-12 students
    5. 5. School Tool
    6. 6. Learn With This!
    7. 7. Work and Play With This!
    8. 8. How can PE and Wellness Programs Counter a “screen time” Culture?
    9. 9. 6-10 hours of screen time per day
    10. 10. 6-10 hours of screen time per day 3+ hours of computer games per day
    11. 11. 6-10 hours of screen time per day 3+ hours of computer games per day Advergames: $12 billion annually
    12. 12. Screens and Our Culture Speak Up Now! Comments?
    13. 13. Consider Generation FIT
    14. 14. <ul><li>Generation FIT ® is the premier solution for integrating &quot;exergames” to the Health and PE learning environment. </li></ul>Consider Generation FIT
    15. 15. <ul><li>Connects to students’ love of video games, </li></ul><ul><li>Generation FIT provides physical activity, </li></ul><ul><li>a wide array of fitness benefits, </li></ul><ul><li>leadership, </li></ul><ul><li>time management, </li></ul><ul><li>21st Century skills and </li></ul><ul><li>a solid awareness of brain research that ties physical activity to learning. </li></ul><ul><li>  </li></ul>Consider Generation FIT
    16. 16. <ul><li>Provide : Leadership , social skills, communication, collaboration, team-building and positive behaviors for your most challenging (and challenged) students via student-led peer mentoring that saves teachers time. Faculty Wellness: Students are provided tools to lead and manage a Faculty Wellness program that models wellness support and lifetime choices Vending Fitness: Life and workplace skills can be practiced via the Gen FIT “Vend Fitness—Not Snacks, Soda or Junk Food” program </li></ul>Consider Generation FIT
    17. 17. <ul><li>Improve fitness: endurance, balance, agility, eye-tracking, speed and coordination </li></ul><ul><li>Support informed wellness choices and a positive attitude toward physical activity </li></ul><ul><li>Increase academic success </li></ul><ul><li>Development of inter-personal and leadership skills. </li></ul><ul><li>Provide a sense of belonging and value to the school community </li></ul><ul><li>Integrate technology, exergames and casual games, and fitness </li></ul><ul><li>Develop students as valuable wellness-advocates for fitness and learning </li></ul><ul><li>Increase understanding and practice of physical activity for optimal brain function </li></ul><ul><li>Expand “physical education and health” beyond HPE to all areas of the learning environment </li></ul><ul><li>Recruit students as “wellness partners” for peers, faculty and the larger community </li></ul>Generation FIT Objectives
    18. 18. Video Games as a Classroom Tool?
    19. 19. Why Play This Way?
    20. 21. <ul><li>Just as a PE teacher integrates reading into his or her courses , why shouldn’t reading, math, social studies—all teachers—integrate physical activity and fitness factors into their learning environment ? </li></ul><ul><li>Recent brain research is distilled in the Generation FIT resource called, ‘Brainy Stuff.” </li></ul><ul><li>Students learn how physical activity allows the brain to function at its most productive—actually increasing the number of neurotransmitters, BDNF and many other neurological functions. </li></ul>
    21. 22. Outside of Health and PE – Are students simply a brain ready to be filled with “learning?”
    22. 23. How Do We Learn!
    23. 24. Brain Research for Humans <ul><li>In addition to burning fat, exercise can make the brain function better — and combats stress, depression and anxiety. </li></ul>
    24. 25. Brain Research for Humans <ul><li>In addition to burning fat, exercise can make the brain function better — and might combat depression and anxiety. </li></ul><ul><li>A fast-paced workout boosts the production of “brain-derived neurotrophic factor,” a protein Dr. John Ratey (author of SPARK) calls Miracle-Gro for the brain.  </li></ul>
    25. 26. Brain Research for Humans <ul><li>In addition to burning fat, exercise can make the brain function better — and might combat depression and anxiety. </li></ul><ul><li>A fast-paced workout boosts the production of “brain-derived neurotrophic factor,” a protein Dr. John Ratey (author of SPARK) calls Miracle-Gro for the brain.  </li></ul><ul><li>Physical activity is the best way to release this brain nourishment.  </li></ul>
    26. 27. The Brain and Heart are a GREAT Learning Team <ul><li>Physical exercise increases blood flow in the brain </li></ul><ul><li>Active Exercise – getting the heart pumping- increases brain chemicals known as neurotransmitters </li></ul>
    27. 28. What if ALL teachers “Got it?”
    28. 29. <ul><li>Once students “ get” the brain research, they have lots more reasons to include physical activity a personal, lifelong wellness strategy. </li></ul>
    29. 30. <ul><li>These same students can change the “culture of learning” to an activity-based model </li></ul>
    30. 31. <ul><li>Suddenly Lifetime Fitness includes: </li></ul><ul><li>Lifetime Learning and more advocates for what YOU are working hard to accomplish </li></ul>
    31. 32. Lifetime Fitness: We can beat them – by joining them Screens and Our Culture
    32. 33. Screens and Our Culture <ul><li>Exerlearning® is based on the premise that a mix of: </li></ul><ul><li>heart rate generating movement, </li></ul><ul><li>balance, </li></ul><ul><li>agility, </li></ul><ul><li>coordination, </li></ul><ul><li>eye-tracking, patterning and prediction </li></ul><ul><li>- exactly what’s inherent in many interactive video games - improves academic success. (Full research available on request) </li></ul>
    33. 34. Screens and Our Culture <ul><li>The easiest way to get st udents to move is to harness exercise to their favorite video games. </li></ul><ul><li>The very nature of good game design also adds a powerful dimension to the activity - one that isn't easy to implement in the classroom or PE program. </li></ul><ul><li>ExerLearning moves beyond the game software and harnesses a dance mat or other activity-driven controller for the cardio-exercise that drives Exerlearning. </li></ul><ul><li>A great game can integrate authentic and experiential learning that may not exactly reinforce the skills and information one needs for a particular cognitive assessment - but provides the physiological brain benefits so crucial to mind-body connected learning. </li></ul>
    34. 35. On our own terms!
    35. 36. How Can We Empower Tomorrow’s Fitness Leaders Today
    36. 37. We Need: · Trained leaders for classroom-based physical activity interventions · Expert resources to deliver fitness activity · Knowledgeable advocates for the fitness-academic connection · Why not harness the time and expertise of at-risk grade 9-12 students as leader-experts?   FACT: The 30% most challenged and challenging students can provide leadership resources and teacher support.   That’s One Opportunity Within the Generation FIT and Exerlearning Program!  
    37. 38. Providing Tool for Expertise
    38. 39. Students can live and teach this important research
    39. 40. <ul><li>Generation FIT ® and Gen Xe3 can deliver many of the 225 minutes of physical activity mandated for high school students in many states at times and places beyond the HPE scheduled classes. </li></ul><ul><li>Eye tracking, patterning, sequencing, patterning, and prediction practice </li></ul><ul><li>Balance, rhythm and coordination practice </li></ul><ul><li>Leadership, team-building, communication </li></ul><ul><li>Increased engagement for our most challenged (and challenging) students </li></ul><ul><li>Increased focus and productivity </li></ul><ul><li>Reduction in absenteeism </li></ul><ul><li>Tools for academic success </li></ul><ul><li>21st century Skills </li></ul><ul><li>After School/Club/Fund raising opportunities </li></ul><ul><li>Service Learning opportunities </li></ul><ul><li>  </li></ul>
    40. 41. Faculty Wellness:
    41. 42. Re-Invent Planning/Lunch: Not This
    42. 43. Re-Invent Planning/Lunch: Students Leading This
    43. 44. <ul><li>Faculty Wellness: </li></ul><ul><li>Lifetime Fitness students can be trained to mentor their teachers. </li></ul><ul><li>This mentoring includes: </li></ul><ul><li>  </li></ul><ul><li>Supporting teacher use of dance mat video games like DDR and active video games like Wii Sports as a choice instead of snacking or smoking during break, planning or lunch time. </li></ul><ul><li>Students learn how to support their teacher-mentees’ goals </li></ul><ul><li>Goals may include: added at-school exercise opportunities to increase fun, fitness ,weight loss, energy and productivity </li></ul><ul><li>If a teacher is trying to lose weight the student mentors can show how to play the game in fitness mode – measuring goal-number of calories or “steps” </li></ul><ul><li>If a teacher is trying to quit or reduce smoking, the student will teach how to use the active video games as a distraction and choice at times when a cigarette might be the existing habit </li></ul><ul><li>You can imagine the personal value to the students of teaching these messages. The more they the more the message is personalized and “owned” by the students. </li></ul>
    44. 45. Why Sit?
    45. 46. WHY Sit?
    46. 47. FootGaming: Student-Led Lifetime Wellness Choices +
    47. 48. With a FootPOWR Pad Any PC Can Provide “Exergame” Benefits +
    48. 49. Imagine….. Possibilities +
    49. 50. Play and Learn while Being ACTIVE!!
    50. 51. Play and Learn while Being ACTIVE!!
    51. 52. At school At Work At Home
    52. 53. Just one of many Generation FIT Tools for Lifetime Fitness
    53. 54. The Perfect Storm 35% of     The Perfect Storm!
    54. 55. The Perfect Storm 35% of     Empowering Students Harnessing exergame technology Applying physical activity and current brain research
    55. 56. Together We Can Empower Tomorrow’s Fitness Leaders Today
    56. 57. [email_address] www.generation-fit.com Copyright 2008 invenTEAM Judy Shasek Author: Generation FIT ExerLearning ®

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