Active Gaming: Research to Application

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Active Gaming: Research to Application

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

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