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ERIC Number: EJ976351
Record Type: Journal
Publication Date: 2012
Pages: 4
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-0892-4562
EISSN: N/A
Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?
Hansen, Lisa; Sanders, Stephen W.
Strategies: A Journal for Physical and Sport Educators, v25 n6 p24-27 Jul-Aug 2012
Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other similar products, in order to introduce appealing and more physically motivating activities into their programs. However, many teachers still have questions and concerns related to accepting active gaming as a method of increasing children's physical activity. This article discusses seven central concerns that have been identified by physical educators moving to implement active gaming into their curriculum. These concerns have been summarized as: (1) Just go outside and play; (2) Why would we encourage more screen time?; (3) Traditional physical activity is better than technological physical activity; (4) Active gaming breaks the piggy bank; (5) Active gaming takes up too much space; (6) Durability and service is problematic; and (7) Children will get bored. (Contains 3 figures.)
American Alliance for Health, Physical Education, Recreation and Dance. 1900 Association Drive, Reston, VA 20191. Tel: 800-213-7193; Fax: 703-476-9527; e-mail: info@aahperd.org; Web site: http://www.aahperd.org
Publication Type: Journal Articles; Reports - Descriptive
Education Level: Elementary Education; Grade 5
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A