Welcome
to this month's Technology in PE Section. In light of our home page
guest editorial from Phil Lawler, director of PE4life
Instruction and Outreach, I've put together some information on
a recent trend in physical education - "exergaming," or
"exertainment."
Uniting the concepts of exercise and
video games has been made possible through recent efforts by gaming
giants such as Nintendo, Sony, Konami, and others, who are all looking
to meet new needs by addressing societies concern over obesity,
while at the same time addressing youth's interests in video games.
Considering that the momentum for "exertainment" only
seems to be building, I've listed some resources to help you gain
more knowledge.
In the first section, I provide some
information on one of the most popular "exertainment"
video games - Dance Dance Revolution - including its producer,
history, and how it works.
The next section offers advice for physical
educators interested in using Dance Dance Revolution. Product information,
including price, accessories, etc., for DDR games, gaming systems,
and packages appropriate for the classroom have been included as
well.
The next section is a review of a recent
article from the Journal of Physical Education, Recreation &
Dance entitled, "Incorporating Video Games into Physical
Education," by Elisabeth Hayes and Lauren Silberman.
The next section contains recent news
stories about schools and teachers that have successfully incorporated
this technology into their curriculums. Finally, we have information
on a number of AAPHERD Technology in PE workshops available this
summer. Locate the one nearest you!
Congratulations to everyone on finishing
another academic year. Best of luck on making the most of your sun-filled
break.
Leon
Letson
Guest Technology Section Editor
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WHAT
IS IT AND HOW DO I USE IT?
Dance
Dance Revolution, or DDR for those in the know, is a music
video game series produced by Konami
Corporation of Japan. DDR first entered the market in Japan
in 1998. Since then its popularity has spread like wildfire across
Europe, where it is referred to as Dancing Stage, and across
North America. As of 2007, more than 1,000 songs have been added
to the DDR catalog.
The game is played with four arrow
panels - up, down, left, and right - or eight arrows; the four
main directions plus right and left diagonals. These panels/arrows
are pressed using the player's feet, in response to arrows that
appear on the screen in front of the player. These panels/arrows
are synchronized to the rhythm or beat of a chosen song, and success
is dependent on the player's ability to time and position his or
her steps accordingly. Performance is reflected in the form of a
"Dance Gauge," or life bar. Once the Dance Gauge is fully
depleted, the player receives a letter grade and numerical score
based on their performance.
Numerous modes of play have appeared since the emergence of DDR.
Below is a list of some of the more relevant ones in regard to physical
education settings.
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Nonstop
Mode allows the player to play several songs in a row, with
no rest period in between. The player chooses a particular nonstop
course to play, each course containing a predetermined order
of songs. |
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Challenging
Mode, or "Oni" mode, is similar to Nonstop Mode
in that a player chooses a predetermined set of songs. Unlike
Nonstop Mode, however, a Dance Gauge is not used to determine
whether the player continues to the next song. Instead, a battery
divided into three segments is displayed at the top of the screen,
with one segment disappearing every time the player scores less
than a "Great" judgment, or receives an "N.G."
on a freeze arrow. |
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Endless
Mode, also similar to Nonstop Mode, allows the player to
play through numerous songs one after another. However, Endless
Mode continues to queue up songs indefinitely, until the player
quits or the Dance Gauge is depleted. The song order is random,
but options are available to limit the songs to a certain difficulty
or category. The player may also choose to have a break stage
appear after a certain number of completed songs. |
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Unison
is a two-player cooperative dance mode. Both players play a
special set of steps on a single set of merged guide arrows.
Players must hit the dance arrows according to their color:
yellow arrows must be hit by both players simultaneously, while
red arrows are for the left player only, and blue arrows are
for the right. |
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EASY TO USE DDR INSTRUCTIONS |
Website
Helps Teachers to Include DDR in PE Class - Developed by elementary
school PE and Music Education teachers in conjunction with a parent
who introduced DDR to their school three years ago, CoolTechSchool.com
provides a clear outline of the equipment needed to play DDR, how
much the equipment should cost, and where the equipment may be purchased.
Even more helpfully, the website provides step-by-step instructions
on how to set the DDR equipment up, how to navigate the game, and
how to effectively use DDR in PE classes. |
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My
school district is looking into piloting a Smart Board
in the Physical Education program to integrate more technology.
I volunteered to take on this new piece of equipment thinking
Smart Boards are interactive hands-on, minds-on technology
tools. Has anyone used a smart board in the Elementary
physical education setting? What types of things have
been done? Please share in the forum.
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DANCE
DANCE REVOLUTION (see these VIDEOS!) |
GETTING STARTED
Whether you buy a home version or a school version of DDR, both
essentially do the same thing. Depending on your needs, the total
cost of incorporating this technology into your curriculum, however,
can range from approximately $200 per unit to more than $2,000.
Below are some points to consider when making your purchases.
EQUIPMENT |
Gaming
System ($150+) |
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GameCube
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DDR
Games ($20-$40) |
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Playstation
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Dance
Dance Revolution Ultramix - $19.99 |
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Playstation
2 |
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Xbox |
Dance
Dance Revolution Ultramix 4 - $39.99 |
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Xbox
360 |
see
DDR
Universe for Xbox 360 (song
list) |
Dance
Dance Revolution Extreme 2 - $39.99 |
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Dance
Dance Revolution DDR Max - $29.99 |
Dance
Pads ($15 to $1,000+) |
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Low-end
mats typically cost $15 to $30. Unfortunately, these mats tend
to break down rather quickly, particularly in high-traffic situations
like physical education classes. |
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Mid-level
mats typically cost $150 to $200. Although these pads are more
durable in nature, they are still an unwise investment for a
physical educator hoping to make use of them, even as little
as several hundred times a week. |
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High-end mats can cost upwards of $1,000. These mats are typically
used in large competitive venues, such as DDR tournaments, and
are ideal for physical education settings. Cobalt
Flux, a Utah based company, is a well-respected brand in
this industry. |
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PACKAGES |
Some companies have begun
to package these games and gaming systems specifically for physical
education settings. Below are a number of packages from Gopher
Sport, Sportwall,
and Game
Asylum. |
Gopher
Sport |
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Cobalt
Flux Pulse Dance System - $4,295
This complete all-in-one dance system features fully integrated
monitor, dance pad, PlayStation 2 in security case, dance software,
and heavy-duty frame. |
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Cobalt
Flux Pro-Grade System - $3,795
This institutional-quality system includes everything you need
to have eight students doing "DDR" at the same time!
Two students play the game on electronic platforms and score
points on the TV, while the other six students do the moves
on practice pads. The complete set includes two arcade-quality
platforms, six practice pads, PlayStation 2 system, and Dance
Dance Revolution game software. |
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Cobalt
Flux School-Grade System - $2,495
This system offers heavy-duty plastic electronic dance platforms
at a great price. Far superior to flimsy home units, these super-rugged
platforms withstand rigorous institutional use. This complete
set includes two electronic platforms, four practice pads, PlayStation
2 system, and Dance Dance Revolution game software. |
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Check out the product
information at Sportwall,
and Game
Asylum also. |
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Listed below are a number of recent
news articles about schools and teachers who have successfully incorporated
video game technology into their curriculums.
Class,
Take out Your Games: How teachers are using computer games to
pique the interest of tech-savvy kids - Joseph Durant, a 10th-grader
in Washington, D.C., has new respect for what it takes to be the
President. Schoolmate Ciara Belle calls herself Cleopatra, and feels
comfortable talking about ancient Egyptian civilization. Miles away,
in Charleston, W. Va., Catherine Carte suddenly believes gym class
may be the best period of her school day. The one thing they have
in common? Computer games are behind their new attitudes. Read more.
P.E.
Classes Turn to Video Game That Works Legs - In they rushed,
past the Ping-Pong table, past the balance beams and the wrestling
mats stacked unused. They sprinted past the ghosts of Gym Class
Past toward two TV sets looming over square plastic mats on the
floor. In less than a minute a dozen seventh graders were dancing
in furiously kinetic union to the thumps of a techno song called
"Speed Over Beethoven." Read more.
Dance
Arcade Game Comes to P.E. Rescue
The popular arcade game Dance Dance Revolution will become part
of public school physical education classes in Hawaii under an initiative
to emphasize lifetime fitness activities over traditional team sports.
The state Department of Education reached a verbal agreement with
game maker Konami to use "DDR" software at no cost, and
the program will be launched first in high schools during the 2007-08
academic year. Read more.
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This
section is dedicated to the review of a recent article from the
Journal of Physical Education, Recreation & Dance that
holds particular relevance to the main focus of this section - exergaming.
"Incorporating Video Games into Physical Education," by
Elisabeth Hayes and Lauren Silberman (Journal of Physical Education,
Recreation & Dance, Mar. 2007) evaluates the many benefits to
incorporating video games into the physical education curriculum.
INCORPORATING VIDEO GAMES INTO
PHYSICAL EDUCATION - Elisabeth Hayes and Lauren Silberman
Hayes and Silberman advocate the use
of video games in the physical education curriculum as a means of
"enhancing young people's motivation and ability to participate
in a wide range of sports and other movement-based activities."
Departing from the work of such professionals as Linda Carson, who
helped launch the Dance Dance Revolution Fitness Program in West
Virginia's public school system, Hayes and Silberman focus on the
instructional/learning benefits of video games in physical education.
Interdisciplinary in nature, Hayes and
Silberman identify eight specific outcomes of integrating video
game technology into physical education curriculum.
Construction of Mental Models
involves the development of human understanding as a result of how
people imagine, or simulate an experience in a way that prepares
them for the actions necessary to successfully accomplish their
goals. This is particularly relevant to athletes who engage in mental
skills training. Video games offer athletes the opportunity to externally
visualize the actions, etc., necessary for increased performance/success.
Learning Tactics and Strategies
assists in athlete understanding and mastery of individual/team
strategies and responsiveness to their competitors' strategies.
Much like reviewing game footage, video games offer athletes the
opportunity to directly engage and manipulate different tactics
and strategies in game-like situations.
Acquiring the Language of Sports
and Other Physical Activities addresses the importance
of learning sport-specific terminology. Video games typically provide
"situated" language learning, by integrating terminology
into game play.
Practice in Psychologically
and Physically Safe Environments touches upon the importance
of allowing athletes the opportunity to study the skills of fellow
players/competitors for personal development. Video games offer
athletes the opportunity to review a wide-range of skills, moves,
and strategies without the pressure of social awkwardness. Video
games also offer athletes the chance to study team dynamics.
Differentiated Instruction
focuses on the importance of specifically tailoring instruction
across motor, cognitive, social, and affective domains. The different
"difficulty" levels common to most video games provide
ample opportunity for effective instruction, despite the varied
skills of physical education students.
Enhanced Motivation
taps directly into the desire of many youth to become professional
athletes. Video games offer these individuals a wide-range of possibilities,
in terms of which athlete they wish to participate as in a competitive
setting. Building their own identities is also possible in many
video games. Furthermore, the line between learning and playing
has been masterfully blended in many of these games, which utilize
professional athletes to instruct players on how to best be successful.
Collaboration and Teamwork
undermines the archaic notion that video games are largely a solitary
pursuit. Video games are a communal experience for many youth, and
provide the opportunity to 1) compete directly and 2) to observe
peers.
Technological Proficiency
involves acquainting youth with technology. This benefit is the
most interdisciplinary in nature, but involves many important general
qualities, such as problem solving and decision making.
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AAPHERD TECHNOLOGY IN PE WORKSHOPS |
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