Active Gaming: Research to Application

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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

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Transcript of Active Gaming: Research to Application

Page 1: Active Gaming: Research to Application

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

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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

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Objectives

1. Research- Brief Description and Discussion

2. ApplicationApplying Results in Order to

Improve and/or Inform

3. Suggestions for Future A.G. Appropriateness

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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

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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

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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

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P2G and Flow Theory

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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

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Active Gaming in the Classroom

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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

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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

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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

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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

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DISCUSSION

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Current: Active Learning

• Active Learning Tool– Gamercize Steppers

connected to classroom computers

• Academic Content– Science (Space)– Online Game

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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

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Research Web G4H 2010.doc

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What Comes to Your Mind?

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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.

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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

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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

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Meaningful ResultQ: “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”

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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…”

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Research Application

Workbook with Implementation information (Lesson Plans, rotation ideas, examples etc.) to guide and assistance teachers and practioners alike.

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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

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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