Generation FIT Empowering Tomorrow’s Wellness Leaders Today
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
Youth Culture Digital, Powerful and Influential
Screen Time For ages 7-18 averages 9 hours per day
Awareness SCHOOLS, PARENTS and EDUCATORS…. INTELLECTUALLY recognize the value of fitness, health and well-being to the learning equation…. but
A Sobering FACT Standardized test scores take priority above the overweight/fitness crisis
AWARENESS No need for  either  /  or
Youth-Led Fitness Solution
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
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
Generation FIT- Brainy Stuff
ExerLearning http://exerlearning.blogspot.com
The reality…. If kids sense “ It’s good for you ” we have an uphill battle
The reality…. If kids sense “ We’re leaders and this is OURS ” we have possibility
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
AWARENESS No need for  either/or when it comes to physical activity and the school day
Generation FIT Delivers –  Fitness A Youth Culture Healthy “rebellion”  Academic Goals
Society, Culture and PROFIT
 
Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
Advergames  $12 BILLION in  annual  Junk Food –  Sugary Cereal Marketing to age 4-14
“ 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 ”
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
Viral Marketing – Stealth Impact Trendsetters Generating Buzz Connecting with “digitari” Elite and casual gamers Blogs – Collective Intelligence Rebellion against “the marketing machine”
–  Stealth Solution The 1-5-0 Beyond DDR:  Fads Fade FootGamers:  Members Only
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
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
Contact and Reference http://exerlearning.blogspot.com www.generation-fit.com www.get-outta-my-face.com [email_address] Judy Shasek: 541-312-5133

CityClub

  • 1.
    Generation FIT EmpoweringTomorrow’s Wellness Leaders Today
  • 2.
    Complex patterns andtrends 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 Forages 7-18 averages 9 hours per day
  • 5.
    Awareness SCHOOLS, PARENTSand EDUCATORS…. INTELLECTUALLY recognize the value of fitness, health and well-being to the learning equation…. but
  • 6.
    A Sobering FACTStandardized test scores take priority above the overweight/fitness crisis
  • 7.
    AWARENESS No needfor either / or
  • 8.
  • 9.
    How Is GenerationFIT 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 andManage the Program Right In the Classroom Peer Mentoring Teamwork Social Skills Collaboration Leadership Confidence Brain Training Communication Community Outreach
  • 11.
    Peer Mentoring TeamworkSocial Skills Collaboration Leadership Confidence Brain Training
  • 12.
  • 13.
  • 14.
    The reality…. Ifkids sense “ It’s good for you ” we have an uphill battle
  • 15.
    The reality…. Ifkids sense “ We’re leaders and this is OURS ” we have possibility
  • 16.
    The reality…. Recentbrain 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
  • 17.
    AWARENESS No needfor either/or when it comes to physical activity and the school day
  • 18.
    Generation FIT Delivers– Fitness A Youth Culture Healthy “rebellion” Academic Goals
  • 19.
  • 20.
  • 21.
    Youth Culture-Reach andDigital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
  • 22.
    Youth Culture-Reach andDigital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
  • 23.
    Advergames $12BILLION in annual Junk Food – Sugary Cereal Marketing to age 4-14
  • 24.
    “ 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 ”
  • 25.
    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
  • 26.
    Viral Marketing –Stealth Impact Trendsetters Generating Buzz Connecting with “digitari” Elite and casual gamers Blogs – Collective Intelligence Rebellion against “the marketing machine”
  • 27.
    – StealthSolution The 1-5-0 Beyond DDR: Fads Fade FootGamers: Members Only
  • 28.
    Tap the CasualGame 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
  • 29.
    Reinvent computer timeReinvent CSAUAL GAMING
  • 30.
    We Can BEAT: Screens Sedentary-School Schedules Advergaming and Junk / Fast Food Marketing
  • 31.
    Beyond HFCS: LabelAwareness vs Slick packaging Tell a Story: GOMF LISTEN to the kids Empower Youth as Change Agents New Culture: ExerGamers and FootGamers
  • 32.
    Contact and Referencehttp://exerlearning.blogspot.com www.generation-fit.com www.get-outta-my-face.com [email_address] Judy Shasek: 541-312-5133