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Healthivores
  Kids Getting Smart About Health
                and
        Green Ribbon Schools


             Steve Amos
           steve@4cw3.org
www.greenribbonshools.org/gamecontest
An innovative program and
  contest that ENGAGES KIDS in
learning about personal HEALTH
 through VIDEO GAME DESIGN
The Problems
•   Childhood Obesity & Related Disease
•   Student Engagement
•   Relevancy to Kids
•   Peer Pressures
•   Media Bombardment

       FOR TEACHERS: Lack Resources easily
           implemented in the classroom
Background
• Convergence: Pflugerville ISD, AMD
Foundation, Green Ribbon Schools
• Pilot: Fall 2011, HS kids mentored MS & Elem
• Observed: Grade level step up in cognitive
thinking




• Created: Tool kit and national contest
Jorge’s game – high school student
Josue Monreal, the teacher Copperfield Elem. teacher:

“Within the pilot students are really enjoying being
able to design the games.

Not only am I seeing the light come on in their
heads about healthy foods and exercising

but they are starting to learn the vocabulary and
skills around game making, which will motivate
them to investigate further the mechanics behind
game design and creation. “
Mariah, a Copperfield Elementary School student:
“After talking about eating healthy and working on my
game, I started browsing around Taco Cabana's website.
Most of the other students were looking at the usuals
like McDonald’s, Whataburger, etc…
but I started with Taco Cabana because, my mom's
friend is real fat and I see here eating Taco Cabana all
the time. Plus I heard Mexican food tastes so good
because it's bad for you.
I found a dish from Taco Cabana that has a total of 96
grams of fat. I was like, "holy cow, if you eat this, you
can't eat for a day and a half". I decided I would never
eat there again because I don’t want to be "fat".”
Kathryn, Coordinator Instructional Technology:
“… enabled the teachers to be competent facilitators
…, while allowing them to engage personally with
each student as they created a game that focused on
Healthy lifestyles.
Students were excited to build the game they
envisioned in their mind's eye & show off what they
learned for other students to see and learn from.
Watching students produce a product that used
technology, but represented their idea for helping
someone else become healthy or choose a healthier
lifestyle was amazing.”
Taking Learning from Pilot to a National Program
Teachers and Students Need
Zero Game Design and Zero Game Play
               Experience
If you can turn on a computer…you can
   complete our Lesson Plan with your
                students.



  Let’s just say we have made it really EASY!
Healthivores Contest and Tool Kit
http://www.greenribbonschools.org/gamecontest/lessonplan
Healthivores and Green Ribbon Schools Partners
http://www.greenribbonschools.org/gamecontest/2012winners
                   Winners
Top Line Impacts on Health and Technology
Pilot students reported an increased awareness and belief that game
design impacted how they view healthy habits

 46% saying it impacted how they view exercise and fitness as
necessary for being healthy
 50% saying it has made them think about and/or adjust their food
choices/habits
 68% saying they are more aware and concerned about obesity

Game Contest Participation
 Goal 12 to 15 schools
 Actual 46 schools – from 8 US states, even Guam
 About 375 games created

Contest students reported
 68% reported an increase in technology interest
Observations
Amazing Creativity: Veggie Cowboy, Health Knights

Great Thinking: Surveying other students, Videos on Flu,
Having their class play their games

Interesting Applications: Stress

Kids as Digital Story Tellers

Engaged Kids and Supportive Teachers

Unexpected Competitive Spirit

Size of the Issue - Immense
What’s Next
• 2nd Annual Healthivores Video Game Contest
• Community voting, Badges, Student Options
• Enhanced Toolkit:
  – Include “get up and move”
     • Game Instructions & Embedded w/in games
  – Alignment to Standards & Subjects
  – Extend & “step up” technology options
• On-going research, Feedback loops
Input from educators:
      “Kids don’t think about their health”
          “Not cool … not discussed …”
Per District Teacher of the Year and a Culinary Arts Teacher


                      Our plan:
Extend Healthivores Within Fabric of the School
        Establish a Culture of Wellness
       Where it is Cool to Think and Act
           ‘Cause YOU are Worth It
What’s Next – You 
• Share program w/others
• Serve as judge
• Participate on advisory team
• Research, improve impacts/effectiveness
• Healthivores development
• Team in Support of:
   Healthier, Happier, Smarter & Funner Kids
Steve Amos
              Green Ribbon Schools

                steve@4cw3.org

 www.greenribbonshools.org/gamecontest


facebook.com/greenribbonschools   @grsteam

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Kids Getting Smart About Health Through Video Game Design

  • 1. Healthivores Kids Getting Smart About Health and Green Ribbon Schools Steve Amos steve@4cw3.org www.greenribbonshools.org/gamecontest
  • 2. An innovative program and contest that ENGAGES KIDS in learning about personal HEALTH through VIDEO GAME DESIGN
  • 3. The Problems • Childhood Obesity & Related Disease • Student Engagement • Relevancy to Kids • Peer Pressures • Media Bombardment FOR TEACHERS: Lack Resources easily implemented in the classroom
  • 4. Background • Convergence: Pflugerville ISD, AMD Foundation, Green Ribbon Schools • Pilot: Fall 2011, HS kids mentored MS & Elem • Observed: Grade level step up in cognitive thinking • Created: Tool kit and national contest
  • 5. Jorge’s game – high school student
  • 6. Josue Monreal, the teacher Copperfield Elem. teacher: “Within the pilot students are really enjoying being able to design the games. Not only am I seeing the light come on in their heads about healthy foods and exercising but they are starting to learn the vocabulary and skills around game making, which will motivate them to investigate further the mechanics behind game design and creation. “
  • 7. Mariah, a Copperfield Elementary School student: “After talking about eating healthy and working on my game, I started browsing around Taco Cabana's website. Most of the other students were looking at the usuals like McDonald’s, Whataburger, etc… but I started with Taco Cabana because, my mom's friend is real fat and I see here eating Taco Cabana all the time. Plus I heard Mexican food tastes so good because it's bad for you. I found a dish from Taco Cabana that has a total of 96 grams of fat. I was like, "holy cow, if you eat this, you can't eat for a day and a half". I decided I would never eat there again because I don’t want to be "fat".”
  • 8. Kathryn, Coordinator Instructional Technology: “… enabled the teachers to be competent facilitators …, while allowing them to engage personally with each student as they created a game that focused on Healthy lifestyles. Students were excited to build the game they envisioned in their mind's eye & show off what they learned for other students to see and learn from. Watching students produce a product that used technology, but represented their idea for helping someone else become healthy or choose a healthier lifestyle was amazing.”
  • 9. Taking Learning from Pilot to a National Program
  • 10. Teachers and Students Need Zero Game Design and Zero Game Play Experience If you can turn on a computer…you can complete our Lesson Plan with your students. Let’s just say we have made it really EASY!
  • 13. Healthivores and Green Ribbon Schools Partners
  • 15. Top Line Impacts on Health and Technology Pilot students reported an increased awareness and belief that game design impacted how they view healthy habits  46% saying it impacted how they view exercise and fitness as necessary for being healthy  50% saying it has made them think about and/or adjust their food choices/habits  68% saying they are more aware and concerned about obesity Game Contest Participation  Goal 12 to 15 schools  Actual 46 schools – from 8 US states, even Guam  About 375 games created Contest students reported  68% reported an increase in technology interest
  • 16. Observations Amazing Creativity: Veggie Cowboy, Health Knights Great Thinking: Surveying other students, Videos on Flu, Having their class play their games Interesting Applications: Stress Kids as Digital Story Tellers Engaged Kids and Supportive Teachers Unexpected Competitive Spirit Size of the Issue - Immense
  • 17. What’s Next • 2nd Annual Healthivores Video Game Contest • Community voting, Badges, Student Options • Enhanced Toolkit: – Include “get up and move” • Game Instructions & Embedded w/in games – Alignment to Standards & Subjects – Extend & “step up” technology options • On-going research, Feedback loops
  • 18. Input from educators: “Kids don’t think about their health” “Not cool … not discussed …” Per District Teacher of the Year and a Culinary Arts Teacher Our plan: Extend Healthivores Within Fabric of the School Establish a Culture of Wellness Where it is Cool to Think and Act ‘Cause YOU are Worth It
  • 19. What’s Next – You  • Share program w/others • Serve as judge • Participate on advisory team • Research, improve impacts/effectiveness • Healthivores development • Team in Support of: Healthier, Happier, Smarter & Funner Kids
  • 20. Steve Amos Green Ribbon Schools steve@4cw3.org www.greenribbonshools.org/gamecontest facebook.com/greenribbonschools @grsteam