By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are...

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Using Video Games To Help Get Fit In PE Class By: Rob Sheppard

Transcript of By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are...

Page 1: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

Using Video Games To Help Get Fit In PE Class

By: Rob Sheppard

Page 2: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

How Are Video Games A Problem?

I.  91% of U.S. kids ages 2-17 play video games.II. Young gamers increasingly are gravitating to

mobile devices, as those who play them has grown from 8% to 38% since 2009.

III. Gamers averaging 13 hours of playtime a week.IV. More obese children than ever before.

Page 3: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

Dear Principal James,

Students Perspective of gym class“The Negatives”

I. Not wanting to participate in P.E class

II. Students lack exercise daily III. Students are not interested in the

lessons“The Positives”

IV. Students like video games

Page 4: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

The CardioWall 4 inbuilt games develop speed, stamina, mental

alertness, reaction time, core strength, hand-eye coordination and balance

Players receive a score to measure progress – fun and highly motivational

High visual impact and fully brandable Can buy it at exergamefitness.com Cost: $11,000-16,000

Page 5: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

The Brain Bike The NeuroActive Brain Bike by Motion Fitness is a fun and

easy to use brain training workout. It delivers a complete set of brain stimulation exercises designed to keep your brain sharp, healthy and youthful, plus give you a more active and balanced lifestyle.

Simple and user-friendly 3D program includes 22 exercises that each take four to six minutes to complete. The program's advanced artificial intelligence continuously analyzes user's performance, then adapts and customizes the training to the user's skills.

Cost: $3,900.00

Page 6: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

iDANCE2 Wireless Dance and Step System

Provides developmental benefits (Social, Cognitive & Physical)

Up to 32-players Suitable for all ages and levels of player, no

questionable lyrics and graphics Up to three difficulty levels simultaneously Can buy at exergamefitness.com Cost: $3,000

Page 7: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

Body Flex Sports BGB290

Patented swiveling handlebars for complete gaming experience

Capable of interacting with games running on your own desktop or laptop computer

Programmable with preset workout programs Resistance system gives you a realistic race-

driving feel Cost:$229.99 Can be bought at atgstores.com

Page 8: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

Ekho

is an advocate in implementing effective physical education programs that use fitness development tools to teach kids and adults about the importance of being healthy. 

Records Heart rate & weight loss Can be bought at exergames.com Cost: $79.95

$ 2,1995.95(Whole Pack)

Page 9: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

Final Thoughts All these products connect through

children through exercise and gaming Varity of games would grab kids

interest All students can be active and get a

turn Finally they are fun and safe

Page 10: By: Rob Sheppard. I. 91% of U.S. kids ages 2-17 play video games. II. Young gamers increasingly are gravitating to mobile devices, as those who play them.

THE ENDReferences:http://www.exergamefitness.com

http://www.thebrainbike.com

http://www.atgstores.com

http://content.usatoday.com