Post on 15-Mar-2018
Wii Me : Using Technology in the Physical Education Classroom
AJ Beard – Rice University
NIRSA Annual Conference 2009
Educational Background Electrical and computer engineering
Anthropology
Former collegiate athlete
Professional Interests Utilizing technology to improve information delivery
Exercise technique instruction
Fitness program development
Current Activities Assistant director for fitness
Lifetime physical activity program instructor
Graduate student in motor behavior
Part of Rice University curriculum requirement since 1912
2 courses required of all students for graduation
Repeatable for credit
Over 40 courses of instruction
Sports
Nutrition
Mind and body
Instructor freedom for curriculum development
Nintendo releasing a new gaming console completely unlike others
Challenge was there to software developers and educators alike
Exercise with game-based reward
Exercise progress and fitness parameter tracking
Personalized instruction and feedback
Lifetime fitness with fun
Students will:
Learn to develop exercise programs utilizing technology such as gaming consoles and online tools.
Obtain knowledge of the health implications of physical activity, physical fitness and nutrition.
Become familiar with a variety of exercise programs.
Improve their current level of physical fitness.
Important to structure learning around:
Body Composition
Cardiorespiratory fitness
Muscular Endurance
Muscular Strength
Flexibility
Game involved self-imposed goal setting
Intrinsic competition
Extrinsic competition
Improving scores on fitness tests
Accountability
•FitDay•http://www.fitday.com
•The Daily Plate•http://www.thedailyplate.com
•USDA
•http://mypyramid.gov
Students tracked their food intake
What comprised their food
Estimated portions
Received feedback
Manage Assignments Students submit Weekly journals
Midterm assignments
Discussion
Instructor feedback on submissions
Knowledge Transfer Handouts/reference material
Sample workouts
Class Administration Surveys
Announcements
Started with an idea Teach standard fitness principles, exercises, and
program design using video games and online tools
Make exercise more ‘fun’
Did it work in the classroom? Student learning assessed via Midterm and final exercise programs
Weekly journals
Exercise execution without the Wii
Final exam
Student feedback
Course evaluations indicated students:
Enjoyed being able to play games and get credit
Would liked to have done more off the board
Appreciated freedom to choose exercises
Assignments showed students learned:
What comprised complete fitness programs
Exercise names
Major muscle names
How to make changes in their fitness level
Virginia Public Schools
Elementary and middle schools
Dance Dance Revolution
University of California – Santa Barbara
Dance Dance Revolution
Behavior modification (fitness and nutrition)
Achievement of improved fitness
Increased awareness of body
Critical application of knowledge to personal lives
Included at least 2x week of activity
Aims of the Class
Teach basic fitness principles for lifelong health
Appeal to a technology-focused group of students
Use tools available (OwlSpace, Wii, FitDay)
Format
Teaching with lecture (handouts, practical demos)
Practical use of OwlSpace, Wii, FitDay
In-class competitions. personal goal-setting