Physical+Education

=Subject: Physical Education=


 * ====Technology:====
 * ====Video Games (Nintendo Wii): Students utilize physically inclusive games to increase physical activity and pursue personal fitness goals using diverse methods.====
 * ====Curriculum Standard (Ohio):====
 * ====3rd Grade:====
 * ====Standard 3: Participates regularly in physical activity.====
 * ====Benchmark B: Self-monitor levels of physical activity using information from different sources.====
 * 1) ====Track amount of daily physical activity using a log or calendar.====
 * 2) ====Meet/exceed recommendations for physical activity each week.====
 * 3) ====Plan to increase activity time inside and outside of school.====
 * 4) ====Plan to use local resources in the community to increase physical activity time.====
 * ====Description:====
 * ====[|Using Gaming Equipment to Teach.pdf] entitled "Using Game Equipment to Teach" highlights recent use of the Nintendo Wii console to increase physical activity. Students will select a game to play on the Nintendo Wii console and demo the game for a period of five minutes. The teacher will pre-select the games available for choice, choosing games that encourage physical activity and involve significant sessions of exertion.====
 * ====Supporting research:====
 * ====The article mentioned above includes data from a January 2008 article appearing in the Daily Mail. Data included in the article suggests that video games provide an opportunity for students to engage in enjoyable activities that include the additional benefit of physical activity. The data suggests that students were indifferent or unaware to the fact that the behavior they were engaged in was physically strenuous- students were simply having fun and enjoying the game.====
 * ====A quotation in the article suggests the popularity of using video games in the physical education curriculum. The article includes a quotation from a Physical Education teacher from Tennessee whose students interest in video games has been extensive.====
 * ====As a means to assert the importance of enjoyable physical behavior and development of regular activity, the article cites data from a 2007 Johns Hopkins Bloomberg School of Public Health study suggesting that 24% of American children will be overweight by 2015.====
 * ====Additional data to suggest the legitimacy of playing Wii games for physical activity is cited in the form of an article summary from a 2007 British Medical Journal which found that Wii Sports (a popular sports game on the console) increases energy expenditure from 22% to 172%====
 * ====Tried and True or New & Innovative:====
 * ====NI: This activity is new and innovative because it blends two seemingly opposed activities (video games and physical activity) to create a positive student interaction. Often considered as distractions free from physical activity, video games took on a new dynamic with the introduction of the Nintendo Wii console, which involves the physical movement of the players. This new feature of the Wii alters the dynamic of video games and positions them as viable options for activities in the physical education classroom. By merit of popularity, video games that involve physical activity are excellent candidates for inclusion in the physical education classroom. Popular and physically involved, the right video games have a powerful role in the future physical education classroom and provide a viable source of hope for those who fear a generation of overweight individuals.====