ExerLearning with Footgaming-Overview


Published on

Read the comments on these slides for a strategy that easily adds physical activity, balance, eye-tracking and student-led fun to the learning environment. Negative behaviors are reduced while focus and academic success soars. For more see http://www.footgaming.com

Published in: Education, Technology
  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • ExerLearning with Footgaming-Overview

    1. 1. Connecting Physical Activity to the Learning Process
    2. 2. A Computer peripheral that can deliver ExerLearning
    3. 3. The FootPOWR is a computer peripheral that can do anything a mouse can do. You simply stand and move your feet to move the cursor. It works with thousands of existing software and games
    4. 5. <ul><li>Full-immersion active fun for: </li></ul><ul><li>Increased focus and </li></ul><ul><li>productivity </li></ul><ul><li>Academic success </li></ul><ul><li>Behavior modification </li></ul><ul><li>Increased attendance </li></ul><ul><li>Engagement in the </li></ul><ul><li>learning process </li></ul>Play (and learn) with your feet!
    5. 6. Why are these the default “school tools?”
    6. 8. Play (and Learn) With This
    7. 9. ExerLearning = <ul><li>A grade, a test, a goal or a long-term change in behavior or attitude is challenging for many students. </li></ul><ul><li>ExerLearning via FootGaming can deliver what struggling students (and their hard-working teachers) need. </li></ul><ul><li>It’s easily integrated into the classroom, </li></ul><ul><li>It’s economical and </li></ul><ul><li>It benefits the most “expensive” students </li></ul>(Valuable Outcomes) – (Time Intensive Preparation)
    8. 10. he FootPOWR® pad: <ul><li>We don’t always know what </li></ul><ul><li>happens in a student’s life to cause </li></ul><ul><li>Stress </li></ul><ul><li>Worry </li></ul><ul><li>Frustration </li></ul><ul><li>Anger </li></ul><ul><li>Social Alienation </li></ul>
    9. 11. FootPOWR is a “plug and play” ExerLearning tool that delivers the power of movement, balance, eye-tracking, prediction, stress relief, instant SUCCESS and game-play to the learning process.
    10. 12. <ul><li>The right games </li></ul><ul><li>The right software </li></ul><ul><li>Regular FootGaming breaks </li></ul><ul><li>Recognizing students’ love of games </li></ul><ul><li>Allowing success and physical activity to be integrated into the learning environment ……. </li></ul>
    11. 13. Once students understand how we learn, ExerLearning answers many questions about the struggle-try-fail-give up experience
    12. 14. 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 like BDNF and neurotransmitters </li></ul><ul><li>It becomes a re-defining “AHA” moment </li></ul>
    13. 15. Students struggling with SIT STILL, FOCUS, PAY ATTENTION love to understand (finally): our moving brain is our thinking brain. The same ... cells that we move with ... are the ones we use to think. When we move, we activate them ,&quot; Dr. John J. Ratey, the author of &quot;Spark: The Revolutionary Science of Exercise and the Brain.&quot;
    14. 16. he FootPOWR® pad: When students understand the brain research behind the addition of ExerLearning they will “play” with awareness and be able to recognize the benefits when they return to the academic task Is not a classroom toy or simply a “fun” reward
    15. 17. he FootPOWR® pad: <ul><li>The key to success is to </li></ul><ul><li>provide regular FootGaming breaks for the students most challenged by: </li></ul><ul><li>sitting still </li></ul><ul><li>focusing and completing tasks </li></ul><ul><li>reading and math </li></ul><ul><li>engagement in the learning process </li></ul><ul><li>fitness and balance factors </li></ul>Is not a classroom toy or simply a “fun” reward
    16. 18. ExerLearning is delivered to the classroom via an easy to implement technology tool, FootPOWR, a plug and play computer peripheral. Instant Gratification: Stress, anger and frustration relief is delivered via the power of games, rhythmic movement and balance The vocabulary of: BDNF, neurotransmitters, proprioception, balance practice, eye-tracking, patterns, prediction, and focus re-define self-beliefs about the ability to succeed in school
    17. 19. Music, rhythm, and the repetitive practice of patterns found in many computer and video games using balance and eye-tracking are all powerful tools for physical and mental learning.
    18. 20. Imagine the Student-Inspired Possibilities
    19. 21. Students and Faculty: re-charge with the rhythm of fun! 10 minute work break reduces stress while sharpening and re-focusing the mind Playing casual games for just 10 minutes can lower stress, boost concentration and enhance your mood Students are motivated to come to school and work hard when FootGaming is the reward We add the physical activity to the learning environment – adding energy, oxygen, balance and calorie loss Positive behaviors increase via regular FootGaming breaks – teachers can do what they do best
    20. 22. At School: energize with ExerLearning FootGaming is an easy-to-deliver method of tying the cognitive benefits of select game/software to the brain-enhancing effects of rhythmic aerobic exercise and balance. See our online resources: Generation FIT www.generation-fit.com ExerLearning http://exerlearning.blogspot.com FootGaming Website and Teacher resources www.footgaming.com FootGaming Blog http://footgaming.blogspot.com Brainy Stuff http://www.slideshare.net/invenTEAM/brainy-stuff-1078097# Casual Games and ADD/ADHD http://www.popcap.com/press/release.php?pid=393 FootGaming can help . Research on the Games to Use with FootGaming FootGaming and Conflict Resolution Attendance and FootGaming Reaching the At-Risk Student
    21. 23. Judy Shasek FootGaming.com [email_address] 541-410-1478 Copyright 2009 – FootGaming, FootPOWR, ExerLearning and Generation FIT are registered trademarks of invenTEAM-Shasek 2005-2009