Jon Poole
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Fitting
in Fitness and Re-Thinking Video
Gaming
In a remarkable turnaround,
some health experts predict children
of today might actually have a
potentially shorter life expectancy
than their parents’ generation.
That is, despite advances in medicine,
education, and technology, increased
accounts of obesity and associated
poor health have contributed to
a global epidemic with unparalleled
health consequences. These concerns
have led, in part, to increased
interest in providing more fitness
education programs in secondary
settings. The Physical
Best Program, available through
the National
Association for Sport and Physical
Education, is an example of
this commitment from our professional
association.
A typical concern, most notably
in middle school and junior high
settings, is the availability
of fitness equipment and the space
to house the equipment.
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Two local schools in my own district
(including my eighth grade son’s
school) have found a way to “fit
in fitness” by renovating a storage
room and adding individual pieces of
equipment (such as stationary bicycles,
free weight benches, floor mats, and
even pogo sticks!). While both schools
are relatively new, neither was designed
with a fitness room in mind. The exercise
equipment, as you might guess, has been
donated, purchased used, or purchased
new at a discount. Some of the equipment
is even personal property belonging
to a few of the teachers at the school.
One of the physical education teachers
fondly remembers asking faculty at a
school-wide meeting if anyone had an
exercise machine at home, either collecting
dust or serving as a place to hang laundry,
that they might want to donate.
The physical education teachers at
my son’s school, Blacksburg
Middle School, have gradually been
able to outfit their room with enough
equipment to allow a modest size class
of roughly 30 students the opportunity
to work out in pairs, or small groups,
for approximately two minutes at each
of 12-15 stations. The teachers monitor
student progress with workout logs and
use music to pace the class. The room
is a long rectangle, so students rotate
around the outside of the room while
the teachers monitor performance from
the interior of the room. Stations are
set-up to alternate between upper body
(i.e., bench press, bicep curls, etc.),
lower body (lunges, wall squats, etc.),
and abdominal (crunches, leg raises,
etc.) muscle groups, with a cardiovascular
station (Schwinn
air-dyne bikes, stair-stepper,
etc.) interspersed throughout. One unusual,
but very popular, station includes the
use of pogo
sticks, which is pretty vigorous
activity if you haven’t tried
it in a few years.
A station approach is also the typical
strategy used when trying innovative
video gaming technology. The amount
of time children and adolescents spend
in "screen time," that is,
time associated with television viewing,
video game playing, and surfing the
internet has been linked to physical
inactivity and obesity (Vandewater,
Shim, & Caplovitz, 2004).
The multi-billion dollar video game
industry has responded with "exergames"
or "exertainment" which force
the player to interact with the game
via movements such as dancing, boxing,
running, throwing, etc. Several researchers
(Lieberman,
2006; Unnithan, Houser, & Fernhall,
2005; Tan, Aziz, Chua, & The, 2002)
and popular press articles (Brubaker,
2006; Kresge, 2005; Vicchrill, 2005)
have reported positive health benefits.
These include increased heart rates
associated with aerobic workouts, reduced
stress and anxiety, improved physical
appearance (better weight management),
enhanced self-esteem, and improved alertness
and cognitive performance.
The two most prevalent models include
what I like to call either the "field
trip" approach or the "book
mobile" approach. In the "field
trip" approach, students visit
a facility that has dedicated space
for gaming platforms such as Dance
Dance Revolution games, snowboard
simulators, and Cateye
Gamebike interactive bicycles among
others. Many fitness centers and recreation
departments are purchasing exergaming
equipment to entice new members or help
retain those disinterested in traditional
exercise programs. The University
of South Florida's exercise science
program has even developed a research
lab, known as the XRKade,
where youngsters from nearby schools
come to exercise in their dedicated
interactive fitness gymnasium. The researchers
hope to develop a physical education
curriculum focused on interactive fitness.
The weaknesses of the "field trip"
approach, however, include the need
for a dedicated facility, the cost associated
with both the exergaming equipment and
facility, and transportation concerns,
among others.
Conversely, in what I am calling the
"book mobile" approach, K-12
schools have the equipment brought to
them typically by purchasing their own
exergaming equipment and keeping the
game platforms in their gymnasium or
other dedicated space. While this approach
makes access easier (i.e., children
do not need additional transportation
to a different facility), rarely do
schools have the budget needed to purchase
enough equipment to satisfy all the
users. Likewise, rarely do schools have
adequate space to dedicate to specific
equipment. Often schools will purchase
a single game and use a rotation schedule
to expose as many youngsters as possible
to the interactive fitness game. Typically
this entails placing a gaming platform
as a single station activity and rotating
the class around several other stations
during a typical physical education
class period. Vicki Fielder's program
is a great example of this approach
and was highlighted in last month's
pelinks4u Technology
page. Many popular press articles
describe the "book mobile"
approach as innovative PE and show pictures
of a few youngsters exercising, yet
the majority of the class is observing
and/or waiting for a turn.
The most popular arcade-style exergaming
platform to reach K-12 schools in the
"book mobile" approach is
Konami's
Dance Dance Revolution (DDR) played
on a Sony
Playstation. Similar styled games
using other game systems, and even regular
television sets, have been developed
to take advantage of the popularity
associated with the DDR dance pads.
In a well-publicized decision supported
by several sources including the governor's
office, the West Virginia Department
of Education provided DDR
systems to over 750 public schools
throughout the state. This decision
was in response to positive research
reports coming out of West Virginia
University.
Additional studies have examined interactive
games associated with other game systems,
including the highly popular Nintendo
Wii (Graves,
Stratton, Ridgers, & Cable, 2007).
An upcoming release generating great
interest, at least by adults, is the
Wii
Fit which is specifically devoted
to enhancing physical fitness components,
such as flexibility and balance (with
yoga/pilates) and cardiovascular endurance
(it’s own version of DDR), among
others. The general consensus is that
exergaming is a viable physical activity
option for many children, though the
energy expenditure of simulated sports
games is lower than playing the actual
sport.
While both the "field trip"
and "book mobile" approaches
provide an interesting spark to traditional
physical activity offerings, neither
can break away from being tethered to
their gaming platforms. Recent advances
in technology, specifically Augmented
Reality, will allow young people
to break free of dedicated gaming platforms
and explore their own physical world
while interacting with handheld computers.
As Bonsor (2001) noted, "How cool
would it be to take video games outside?
The game could be projected onto the
real world around you, and you could,
literally, be in it as one of the characters"
(p.4).
While previous Augmented Reality applications
focused on outdoor navigation and tourism,
these "backpack" systems were
cumbersome and unrealistic for young
people. Advances in mobile technology
including handheld computers, mobile
phones, and personal digital assistants
have the potential to share Augmented
Reality Games with much larger audiences,
including K-12 schools. A leader in
advancing the use of augmented reality
in K-12 schools is a colleague of mine
at Radford
University, Dr. Matt Dunleavy, whose
previous work with the Harvard School
of Education involved using handheld
computers. Professor Dunleavy is
profiled in a recent article discussing
ROAR,
the Radford Outdoor Augmented Reality
Project, in which he envisions students
engaged in modern day treasure hunts
on the grounds surrounding schools.
Students involved in these hunts will
be gaining both the physical benefits
of walking and running outside and academic
benefits of learning content in science,
math, and social studies classes.
The bottom line for physical educators
is gaining a better understanding of
interaction between the attractiveness
of video gaming technology and the role
this attractiveness plays in the adoption
of healthy lifestyle behaviors. That
is, what are the specific aspects of
video gaming that might appeal to specific
populations (i.e., boys vs. girls, etc.)?
Further, how might future interactive
video gaming applications take advantage
of the initial attractiveness of the
game to promote more physically active
and healthy lifestyles? That is, we
need to be careful of always having
to invent new ways to entice physically
active behavior when, instead, what
we really want is young people and adults
demonstrating physically active lifestyles
because they value its contribution
to their overall life.
References
Kevin Bonsor. "How Augmented
Reality Will Work". February
19, 2001 http://computer.howstuffworks.com/augmented-reality.htm
(January 16, 2008)
Brubaker, B. (2006). Teachers join
the Dance Dance Revolution: Educators
begin training to use the exercise video
game. The Dominion Post, Morgantown,
WV.
Kresge, N. (2005). Video games: The
newest way to get kids moving and dancing
to their health. Riverside Press Enterprise,
Riverside, CA.
Lieberman, D.A. (2006). Dance Games
and Other Exergames: What the Research
Says. Report, University of California,
Santa Barbara. Retrieved January 7,
2008, from http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm
Reitmayer, G., & Schmalstieg, D.
(2003). Collaborative augmented reality
for outdoor navigation and information
browsing. Retrieved January 14, 2008,
from http://www.ims.tuwien.ac.at/~reitmayr/publications.html
Tan, B., Aziz, A.R., Chua, K., &
The, K.C. (2002). Aerobic demands of
the dance simulation game. International
Journal of Sports Medicine, 23, 125-129.
Unnithan, V.B., Houser, W., & Fernhall,
B. (2005). Evaluation of the energy
costs of playing a dance simulation
video game in overweight and non-overweight
children and adolescents. International
Journal of Sports Medicine, 26, 1-11.
Vicchrilli, S. (2005). Hop, jump, connect
with friends: DDR: The revolution that
kept games on their toes is now a thriving
online community. Salt Lake Tribune,
Salt Lake City, UT.
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