CityClub

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    CityClub - Presentation Transcript

    1. Generation FIT Empowering Tomorrow’s Wellness Leaders Today
    2. Complex patterns and trends in health and health behavior
      • School day is sedentary time
      • Leisure time isn’t ACTIVE time
      • Nutrition and portion awareness lacking
      • “ Experts” are perplexed
    3. Youth Culture Digital, Powerful and Influential
    4. Screen Time
      • For ages 7-18 averages 9 hours per day
    5. Awareness
      • SCHOOLS, PARENTS and EDUCATORS….
      • INTELLECTUALLY recognize the value of fitness, health and well-being to the learning equation…. but
    6. A Sobering FACT
      • Standardized test scores take priority
      • above the overweight/fitness crisis
    7. AWARENESS
      • No need for either / or
    8. Youth-Led Fitness Solution
    9. How Is Generation FIT A Key to Opening Doors?
      • We target the most expensive students
      • We make dramatic academic impact
      • We demonstrate easy-delivery of exergame technology
      • Fitness/Wellness/Social benefits are a bonus
    10. Students Lead and Manage the Program Right In the Classroom
      • Peer Mentoring
      • Teamwork
      • Social Skills
      • Collaboration
      • Leadership
      • Confidence
      • Brain Training
      • Communication
      • Community Outreach
      • Peer Mentoring
      • Teamwork
      • Social Skills
      • Collaboration
      • Leadership
      • Confidence
      • Brain Training
    11. Generation FIT- Brainy Stuff
    12. ExerLearning http://exerlearning.blogspot.com
    13. The reality…. If kids sense “ It’s good for you ” we have an uphill battle
    14. The reality…. If kids sense “ We’re leaders and this is OURS ” we have possibility
    15. The reality…. Recent brain research conclusively connects learning and academic success with exercise , cardio, fitness and physical activity BEFORE a cognitive task Gen FIT youth KNOW that and TEACH it to peers, family and teachers
    16. AWARENESS
      • No need for either/or when it comes to physical activity and the school day
    17. Generation FIT Delivers –
      • Fitness
      • A Youth Culture
      • Healthy “rebellion”
      • Academic Goals
    18. Society, Culture and PROFIT
    19.  
    20. Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
    21. Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
    22. Advergames $12 BILLION in annual Junk Food – Sugary Cereal Marketing to age 4-14
    23. “ Food Culture” Unbeatable?
      • Youth don’t want to be victims
      • Youth believe they “own” video games
      • Youth don’t believe the “overweight – health dilemma hype ”
    24. HYPE ? ? ?
      • Why have experts hit roadblocks?
      • Can we really fight the culture: $12 billion in ANNUAL junk food ads targeting the most vulnerable population – youth aged 4-14
    25. Viral Marketing – Stealth Impact
      • Trendsetters
      • Generating Buzz
      • Connecting with “digitari”
      • Elite and casual gamers
      • Blogs – Collective Intelligence
      • Rebellion against “the marketing machine”
    26. – Stealth Solution
      • The 1-5-0
      • Beyond DDR:
        • Fads Fade
      • FootGamers:
        • Members Only
    27. Tap the Casual Game Culture
      • The casual game industry is a $ 2.25 billion a year market, currently growing by 20 per cent annually with growth estimated at a whopping 20 percent*
      • More than 200 million people worldwide play casual games via the Internet.
      • Last year the average time spent per week playing casual games increased 28 percent to 5 HOURS
      • 50% of casual gamers over age 50 play with a younger family member
      * 2007 market report released by the Casual Games Association
      • Reinvent computer time
      • Reinvent CSAUAL GAMING
    28. We Can BEAT : Screens Sedentary-School Schedules Advergaming and Junk / Fast Food Marketing
      • Beyond HFCS: Label Awareness vs Slick packaging
      • Tell a Story: GOMF
      • LISTEN to the kids
      • Empower Youth as Change Agents
      • New Culture: ExerGamers and FootGamers
    29. Contact and Reference
      • http://exerlearning.blogspot.com
      • www.generation-fit.com
      • www.get-outta-my-face.com
      • [email_address]
      • Judy Shasek: 541-312-5133

    + Exer LearningExer Learning, 2 years ago

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