Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC 7101-2 Walden University.

Slides:



Advertisements
Similar presentations
Definitions of Physical Activity, Exercise, and Fitness
Advertisements

Sponsored by:. Why did you agree to be on this Active School Team? Did you get a chance to look at the video’s/article sent by ?
Evan Norwood. Goal & Purpose To engage students in physical activity To have students become self-motivated and excited to exercise and be active To make.
By Laura Behavioural determinant of Health– PHYSICAL ACTIVITY.
Are Video Games a Worthwhile Educational Tool? Winston Harrington Kristen Lapi Karen Wissig.
By: Frank Rubino More about the author: Audience: People against physical education.
LESSON 6.2 S.JETT, NBCT MONTEVALLO MIDDLE FITNESS FOR LIFE – CORBIN & LINDSEY ACTIVITY FOR HEALTH AND WELLNESS.
Wii(Fit)in Physical Education. What is Wii A popular video game console from Nintendo introduced in It features a wireless motion sensing controller.
The EHFA Standards Council has developed a series of standards for several of the occupations in the fitness industry with job purpose as the foundation.
Equipment/Software for Health and Physical Education Ashley White.
TECHNOLOGY IN PHYSICAL EDUCATION AUDIENCE: BOARD OF EDUCATION (ELEMENTARY SCHOOL) BRITTANY YACHERE.
Fortescue V-team Presentation Lars Blackmore and Dian Chen.
This package will help improve gym classes. Making them more interesting and will get the students more involved.
EXERGAMING FITNESS BRING EXERCISE & GAME PLAY TOGETHER.
Physical Fitness & Exercise
What is Physical Activity?  Any body movement that works the muscles  requires more energy than resting.
The challenge of a stick, the reflection of a puddle! Archimedes Forest Schools Education.
We want students to get a foundation of good cardiovascular health. Nick Seidenberg.
Equipment/Software 2 Tim Connor. Objective For Health & PE Class  To implement new technology into the classroom to engage students in the most innovative.
BY: JESSICA KOTELNICKI Equipment/ Software Project.
By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
- A full 5 hp AC motor, rollers with sealed bearings, huge 23” x 63” running surface makes this one monster treadmill. - Drive System: Equipped with 5hp.
Nintendo Wii System in Physical Education By: Leah Carney.
Jean Collado. The Wii is a home video game console released by Nintendo on November 19, This console is different from all the other gaming systems.
Video Games By: Kathy Fergus & Yen Dang. Computer & Video Game History  1952 A.S. Douglas created first graphic computer game of tic- tac-toe  William.
Let’s get moving!!! The importance of physical activity for a healthy lifestyle!
Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University.
Nintendo’s Recent Advances in the Video Game Market Ben Tarkany Suguru Minajima Benny Yiu Colton Schulte Stephanie Thomas.
Computing Gaming History, Present (and future?). History of gaming.
What things can we do? Erica DiAngelo.  There are many facilities that have areas where children can engage in different sports/activities while waiting.
Wii Fit by Nintendo By Megan Mills. The Wii Fit will use a balance board accessory, and will promote exercise and healthy living. It will feature a handful.
EXERCISE AND FITNESS Note: This power point presentation was created by McGraw Glencoe Health company. It was downloaded from their free educator’s website.
variety of physical activities that can help you be fit for life.
1 Using Technology in Physical Education. 2 Use of Technology  The use of technology in physical education today would be extremely beneficial  Today,
EXERCISE AND FITNESS Note: This power point presentation was created originally by McGraw Glencoe Health company. It was downloaded from their free educator’s.
Instituting Healthy Habits in Young Children By. Rachel Anzano.
1 Cateye Video Game Bike  Skyler Lindsey. 2  This bike is an innovative interactive exercise product that requires the students interaction in order.
Expanding  In 2004 Nintendo moved away from traditional handheld games and released the Nintendo DS, which had an innovative touch screen interface.
WHY PHYSICAL EDUCATION IS IMPORTANT FOR YOUR CHILDREN! (FOR PARENTS) ALEXANDRA GREEN.
BALANCING LIFE’S ISSUES Exercise 101. Objectives Benefits and components of regular exercise Develop strategies for staying committed to fitness Create.
Christopher Cannon EDUC Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.
Elementary School Upgrade By: Adrienne DiSipio. Goals: ▪ Improve students understanding of the human body and how it works during exercise ▪ Focus on.
F ITNESS, H EALTH, AND THE W II [Goggles not included]
What is Physical Education and Why is it Important?
Physical Fitness and Your Health Lindsay Frese Grace Price Desiree Webb Ch. 3: Physical Fitness and your health Lesson 2: Exercise and Fitness.
Introduction to Exercise Science
Chapter 3 – How Much is Enough? State Standards: 2, 3, 6
Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University.
Nintendo Wii The benefits of using the Wii in Physical Education.
Personal Fitness Chapter 1 Physical Activity and Personal Fitness.
Equipment/Software Project By Michelle Borghese. Kids love video games!  Why not incorporate video games into Physical Education classes?  Many students.
Dr. Simon Benson GP Specialty Trainee. Introduction Prevalence of overweight children increasing sharply Associated with higher risk of adulthood.
Kyle Morgenweck For PE Class.  The Nintendo Wii has changed video games forever by turning the body into a controller.  There are plenty of ways the.
Lifetime Fitness 1. Fitness: A Lifetime Goal Developing personal fitness during your teen years is essential to maintaining good health throughout your.
Diffusion of Innovations Multimedia Presentation XerTrainer Sue Beer 2011 EDUC Walden University.
The history of Video games History on consoles. Magnavox odyssey This was the first ever console for the home and was done in 1972 and was unique at the.
Exergaming A New Exercise Craze Staci Berge Hallie Church January 19 th, 2011.
Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University.
 Look at your Activity Log Handout (homework) › How many of you were physically active?  What are some of the things you did? (Make list on board) 
Audience- Middle School or High school Health  Daily exercise is vital in maintaining good health  Helps prevent disease  Flexibility  Strength and.
A Tu Salud ¡Sí Cuenta! Educational Module PHYSICAL ACTIVITY.
Lesson 3 3. Do you exercise regularly? If yes, what do you do? 2. Do you follow a workout plan? 1. Do you have a fitness goal? If so, what is it? Bellwork:
Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University.
Powerpoint Templates Page 1 Powerpoint Templates Jacob black Attili : A Professional Fitness Center Instructor.
 What is physical activity? Why is it important?  If you had the option of taking the stairs, elevator or escalator to the third floor level of a mall/shopping.
Cardiovascular (Aerobic Activity) Muscular Strength Muscular Endurance Flexibility Body Composition.
Video game design history Elijah DeCicco and Robert Shepherd.
FUTURE FITNESS How the Wood Road Physical Education Staff Uses Technology Proudly presented by: Rob Immel, Anne Cornell, and Kevin Dayton.
Conquering the Exercise Excuses
Presentation transcript:

Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University

Video Clip link

Exergaming “Video game playing used to be a sedentary pastime, but now a variety of games are compelling us to get up and move. These games – called “exergames” involve the player in dance, aerobics, kick-boxing, sports moves, martial arts, or other forms of physical activity and exertion as the way to interact within the game”.

NEED Inactive lifestyles have impacted the amount that children exercise and their desire to exercise but not all children are interested in organized sports. Schools are trying to make their P.E.classes more inclusive to children of different sizes, abilities and interests.

NEED Exergaming is especially important for at-risk populations, specifically children who carry excess body weight and it appears to be a potentially innovative strategy that can be used to reduce down time, increase loyalty to exercise programs, and promote enjoyment of physical activity. Exergaming provides a new and exciting way to draw students into a healthy lifestyle by letting them experience the fun and confidence associated with being physically fit.

RESEARCH Exergaming is popular in the US and research is finding that it can improve players’ stress levels, weight management, fitness, and health. Documented research indicates that physical activity through exergaming benefit cardio- vascular health, reduction of anxiety, improved sensory-motor learning, and improved cognitive alertness and performance (Shasek, 2005).

DEVELOPMENT The first true attempt at what would later be called Exertainment was the Atari Puffer project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system The first exergaming system released to the market was the 1986 Computrainer and designed as a training aid and motivational tool

HISTORY OF EXERGAMES 1982 – Amiga releases the Joyboard, a stand-on peripheral for a skiing game (total flop)Joyboard 1982 – Atari conceptualizes the Puffer project, an exercise-controlled bike for the 400/800 or 5200 systems (abandoned and never released) 1986 – RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (very expensive)CompuTrainer 1988 – Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttonsFamily Trainer 1989 – Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relatively inoperable)Power Glove 1989 – Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NESDance Aerobics 1992 – CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult to maintain and master)Tectrix VR 1995 – Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500 price tag)Extertainment System 1996 – Namco releases Prop Cycle, an exercise bike game 1998 – Konami releases Dance Dance Revolution (and the era of exergaming truly begins) 2001 – UK company Exertris unties with Microsoft to release Exertris Interactive Exercise Bike, an interactive gaming workout cycle for Windows CE and XPExertris Interactive Exercise Bike 2003 – Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and – Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox 2005 – Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation 2007 – Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the player to power consoles 2007 – Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 6Smart Cycle 2008 – Nintendo releases Wii Fit, a personalized training board for the Wii 2009 – Electronic Arts releases EA Sports Active, an advanced workout peripheral for the WiiEA Sports Active 2010 – Sony releases Move, a motion controller for the PS3 (coming to U.S. in September)Move 2010 – Microsoft releases Kinect, a motion gaming system for the Xbox 360 (coming to U.S. in November)Kinect

COMMERCIALIZATION Exergame resellers have developed fitness centers and specialist room designs with programmes that focus entirely on creating environments for young people using exergaming for fitness. Exergaming can be found as part of larger fitness facilities or dedicated gyms

Time %OF INNOVATIOn%OF INNOVATIOn EXERGAMES EXERGAMING- Atari’s Puffer project in 1982 was the first known attempt at producing an exergaming activity. By the late 1980s, Nintendo tried again with the Powerpad, but to no avail, it faded from the market. During the 1990s, the fitness business encountered positive feedback from customers when they included traditional exercise with technology. Finally, in 1998, exergaming started to become the new exercise craze and it continues to grow today.

RESEARCH Xertrainer Scientific research was done in 2011 comparing energy cost of 6 forms of exergaming Results claimed that the Xertrainer showed higher results in exercise, enjoyment and social development.

DEVELOPMENT The original goal behind the creation of Sportwall was to create fun short, fast moving, full-body games that engaged the full intensity and focus of the athlete, with results measured via electronically generated scores. Today, this approach has proven successful and continues to incentivize repeated play until mastery takes place.

COMMERCIALIZATION Xertrainers are present in: YMCA, JJC & Nonprofits establishments Educational settings Park & Recreation departments Health & Fitness Clubs Military- youth and family

Time %OF INNOVATIOn%OF INNOVATIOn Xertrainer XERTRAINER-The XERTRAINER is off to a slow start but is gaining interest as more schools, recreation and fitness centers are incorporating it into their daily activities.

BENEFITS

EARLY ADOPTERS Children under age of 18 make up just 28% of all gamers, they are currently the greatest adopters of exergames. Fitness facilities Youth Centers

LAGGARDS High risk schools Clinics Low economic families Concern: Financial Restraints Space

ATTRIBUTES FOR ADOPTION OF THE XERTRAINER Trialability “the degree to which an innovation may be experimented with on a limited basis” Observability “the degree to which results of an innovation are visible to others” Rogers, 2003, pg. 258

QUOTES “We use them as a bit of a carrot,” he says, “for academic as well as activity reasons. Kids tend to be creative and want to move and be active.” Retrieved from: “Exergaming”—or using video games to trigger exercise—is the latest trend in physical education programs, as educators try to get a broader range of students to exercise more regularly and rigorouslY”. Retrieved from: ““I think that as instructional technology changes, and we keep up with technology in our core classes of math, language arts and science,” AMS 5- 6 principal Matt Schwartz said “it’s important that the exploratory classes like art, music and physical education move into technology too, because it promotes a higher level of participation and activity”.” Retrieved from:

QUOTES "Physical education instruction, the way it used to be, doesn't work anymore,” said interim Superintendent Garnell Bailey. "We have to meet our children where they are. We have to use the technology available to us to keep our students energized and active." "We expect participation to be up near 100 percent, which is almost unheard of," Retrieved from: icle&id=400:fwd-news-revisiting-the-benefits-of- exergaming&catid=54:health-a-fitness-games&Itemid=43

REFERENCES xergames. xergames ch.html ch.html Shasek, J. (2005). Revive! The Workplace-Break. Unpublished report, RedOctane, Inc., Sunnyvale, CA.