a solid awareness of brain research that ties physical activity to learning.
Consider Generation FIT
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
Consider Generation FIT
Improve fitness: endurance, balance, agility, eye-tracking, speed and coordination
Support informed wellness choices and a positive attitude toward physical activity
Increase academic success
Development of inter-personal and leadership skills.
Provide a sense of belonging and value to the school community
Integrate technology, exergames and casual games, and fitness
Develop students as valuable wellness-advocates for fitness and learning
Increase understanding and practice of physical activity for optimal brain function
Expand “physical education and health” beyond HPE to all areas of the learning environment
Recruit students as “wellness partners” for peers, faculty and the larger community
Generation FIT Objectives
Video Games as a Classroom Tool?
Why Play This Way?
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 ?
Recent brain research is distilled in the Generation FIT resource called, ‘Brainy Stuff.”
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.
Outside of Health and PE – Are students simply a brain ready to be filled with “learning?”
How Do We Learn!
Brain Research for Humans
In addition to burning fat, exercise can make the brain function better — and combats stress, depression and anxiety.
Brain Research for Humans
In addition to burning fat, exercise can make the brain function better — and might combat depression and anxiety.
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.
Brain Research for Humans
In addition to burning fat, exercise can make the brain function better — and might combat depression and anxiety.
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.
Physical activity is the best way to release this brain nourishment.
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 known as neurotransmitters
What if ALL teachers “Got it?”
Once students “ get” the brain research, they have lots more reasons to include physical activity a personal, lifelong wellness strategy.
These same students can change the “culture of learning” to an activity-based model
Suddenly Lifetime Fitness includes:
Lifetime Learning and more advocates for what YOU are working hard to accomplish
Lifetime Fitness: We can beat them – by joining them Screens and Our Culture
Screens and Our Culture
Exerlearning® is based on the premise that a mix of:
heart rate generating movement,
balance,
agility,
coordination,
eye-tracking, patterning and prediction
- exactly what’s inherent in many interactive video games - improves academic success. (Full research available on request)
Screens and Our Culture
The easiest way to get st udents to move is to harness exercise to their favorite video games.
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.
ExerLearning moves beyond the game software and harnesses a dance mat or other activity-driven controller for the cardio-exercise that drives Exerlearning.
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.
On our own terms!
How Can We Empower Tomorrow’s Fitness Leaders Today
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!
Providing Tool for Expertise
Students can live and teach this important research
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.
Eye tracking, patterning, sequencing, patterning, and prediction practice
Balance, rhythm and coordination practice
Leadership, team-building, communication
Increased engagement for our most challenged (and challenging) students
Increased focus and productivity
Reduction in absenteeism
Tools for academic success
21st century Skills
After School/Club/Fund raising opportunities
Service Learning opportunities
Faculty Wellness:
Re-Invent Planning/Lunch: Not This
Re-Invent Planning/Lunch: Students Leading This
Faculty Wellness:
Lifetime Fitness students can be trained to mentor their teachers.
This mentoring includes:
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.
Students learn how to support their teacher-mentees’ goals
Goals may include: added at-school exercise opportunities to increase fun, fitness ,weight loss, energy and productivity
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”
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
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.
0 comments
Post a comment