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Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
Active Gaming: Research to Application
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Active Gaming: Research to Application

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  • 1. Active Gaming: Research to Application“Few things are impracticable in themselves; and it is for want of application, rather than of means, that men fail to succeed.” ~Francois de La Rochefoucauld
    Lisa Hansen, Ph.D.
    University of South Florida
    G4H, Boston, 2010
  • 2. Active Gaming Defined
    Exergaming: Screen based
    Video game concept
    Virtual Sports, DDR, Gamercize, Virtual Bikes
    Interactive Fitness: Non Screen based
    Martial Arts Simulators, HopSports
    Active Learning: Academic Focus
    FootGaming, Gamercize Steppers, Brain bike
  • 3.
  • 4. Objectives
    Research
    - Brief Description and Discussion
    Application
    Applying Results in Order to Improve and/or Inform
    3. Suggestions for Future A.G. Appropriateness
  • 5. Research Web
    Research to Application: Understanding not only the purpose of the proposed research and results but also the application that resulted from each project; “hopefully” resulting in multiple take home messages for you.
    Research Web G4H 2010.doc
  • 6. 5th Grade Students’ Experiences
    Purpose: To explore and understand the experiences of 5th grade students’ experiences in physical education classes
    8 Weeks (16, 30 min sessions)
    Qualitative methods
    Fieldnotes, Journal Entries, Interviews
    Researcher developed 8 week fitness unit
  • 7. Results
    Persistence to Game (P2G)
    7 Elements Support P2G:
    1. Fun
    2. Opportunities for choice
    3. Peer interaction
    4. Peer and independent learning
    5. Perpetual movement to be engaged
    6. Reluctance to cease game play
    7. Video game play motivation
  • 8. P2G and Flow Theory
  • 9. Reflection
    Previous Pilot Data and P2G…
    Children enjoy learning (3 domains) in PE
    Limited PE available in schools
    Brain research suggests PA can improves learning
    Focus is on academics
    *Bring Active Gaming to the Academic Classroom
  • 10. Active Gaming in the Classroom
  • 11. Active Learning
    Purpose
    To integrate physical activity and health principals using active gaming in the academic classroom in order to understand potential wellness benefits.
    To explore the experiences of the teachers and students while participating in active learning activities.
    To incorporate interdisciplinary strategies
  • 12. Team Project
    3rd – 5th grades at a local elementary school worked together to accumulate steps using the FootGaming pads in order to complete a 10 week journey around Florida stopping at Four “healthy” locations.
    N= 57 children/ 6 Teachers
    FootGaming = Active Learning Tool
    Academic content = Playnormous Nutrition Games
    Integration: Nutrition, Physical Education, Math, Geography
  • 13. Methods
    Mixed Methods
    FootGaming activity served as the “pedometer” for counting and accumulating steps
    Pre and Post assessment – nutrition content
    Journal entries from students and teachers
  • 14. Results
    Statistical Significant Difference (Pre/Post scores; P<.0001)
    Large Effect Size (1.36)
    (Preliminary)Total Step count - 265,850
    Rough avg. of 4,664 steps per student (N=57)
  • 15. What the Students Suggested
    FootGaming:
    Should be a part of their school day
    Was Fun!
    “Helped me ‘think’ better” after playing
    Made me happy/feel good after playing
    Is a fun way to learn nutrition and exercise the body 
  • 16. What the Teachers Suggested
    As a result of using Footgaming:
    “Off Task” students benefited
    Students were learning
    Students were excited about the project
    Students enjoyed FootGaming
    Footgaming:
    Took a short amount of time to get used to but now it is easy to use and effective in the classroom
    Was a useful tool in their classroom; they will continue to use this activity
  • 17. Discussion
  • 18. Crossover between Both Classrooms
    Children suggest A.G. is fun
    Children enjoy being active
    Children can learn in all 3 domains
    Learning while Moving
    Children believe A.G. is Fun Learning
    And…
  • 19. Active Gaming “can” be an appropriatetool used in School
    “A good idea is about 10 percent and implementation and hard work and luck is 90 percent.”
    Guy Kawasaki
  • 20. Current: Active Learning
    Active Learning Tool
    Gamercize Steppers connected to classroom computers
    Academic Content
    Science (Space)
    Online Game
  • 21. Methods
    >60 3rd-5th Graders
    >30 Control Group (Not Active)
    >30 Experimental Group (Active)
    Pre/Post Assessment (Recall/Retention)
    HR Monitors to Assess Physical Activity Levels
    Qualitative Survey at Completion of Study to understand
  • 22. Research Web G4H 2010.doc
  • 23. What Comes to Your Mind?
  • 24. Reflection on Data
    The “Implementer” has an Effect on the “Participant”; Sometimes a Significant Effect.
    Observations, Fieldnotes, and Research Data
    Personal journaling/reflection
    Personal discussions
    Practitioners, Colleagues, Students, Manufacturers
    Demonstrated “concerns”…
  • 25. Critical Reflection: What we Know…
    Appropriate implementation is essential to achieve successful outcomes including sustainability of the user.
    Regardless of the location…
    A.G. should be a “Tool” in School
    National Standards/Benchmarks and Objectives
    What “Tools” are available to reach these Obj.
  • 26. Inappropriate Use of A.G.
    Overused for “free play”
    Maximizing Participation is not evident
    Replaces the teacher
    Limited or inappropriate assessment(?)
    Inappropriate introduction of A.G. to students
    Missing the “techy” on campus
  • 27. Why are Inappropriate Practices Common?
    Lack of quality teachers?
    Misunderstanding of how to use A.G?
    Lack of Knowledge or Education?
    *Is Implementing Active Gaming harder then perceived?
  • 28. PETE Research
    How are PETE profession implementing A.G. in their programs?
    Survey Monkey (85/300 responded)
    92% Aware of A.G. in Physical Education
    78% Do not Implement A.G. in PETE program
  • 29. Reflection…
    If our Teacher’s (practitioners) are not Prepared, how can we expect them to Implement A.G. Correctly?
    Application: Ask the PETE Students…
  • 30. PETE Research
    Implementing Active Gaming in PETE ID&C course
    29 Physical Education majors
    Purpose:
    To understand how Pre Interns experience A.G. in physical education.
    To learn if implementing A.G. in an ID&C course is effective
  • 31. Meaningful Result
    Q: “Was it difficult to create fitness lesson plans using AG as the tool?” Please discuss your answer
    A: Unanimous (N=29): Discomfort or difficulty in planning lessons with AG.
    Just not sure I “get it” or “understand” how to do it.
    “It’s a game so the kids just learn from the game – so just give feedback, right”
  • 32. Process to Understanding
    Q: “What do/would you need to better assist you with Implementing A.G. in your classroom?”
    A: “Lesson plan suggestions, Ideas, examples, etc…”
  • 33. Research Application
    Workbook with Implementation information (Lesson Plans, rotation ideas, examples etc.) to guide and assistance teachers and practioners alike.
  • 34. Take Home Messages…
    Active Gaming can clearly be a beneficial tool for Fun, Active, Healthy Learning in Both classrooms.
    We Must Understand not only the Importance but the Necessity of Proper Training for Appropriate Implementation.
    “If it needs to be amended to strengthen the implementation of the environmental issues then it will have to be amended.”
    ~ Romulo Neri
  • 35. Take Home Messages…
    Research with a Purpose. Applying the results is necessary and essential.
         “Success is neither magical nor mysterious. Success is the natural consequence of consistently applying the basic fundamentals.”
    ~Jim Rohn
  • 36. Questions?
  • 37. Thank You
    Lisa Hansen, Ph.D.
    University of South Florida
    Withersp@usf.edu

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