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Diffusion of Innovations Multimedia Presentation Xergaming with focus on the Xertrainer Sue Beer 2011 EDUC 7101-2 Walden University

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  • 1. Diffusion of InnovationsMultimedia PresentationXergaming with focus on the XertrainerSue Beer2011 EDUC 7101-2Walden University

2. What does Xergame and XerTrainer offer? 3. Video Clip linkhttp://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player 4. Exergaming Exergaming is physical activity throughactive game experiences and to provide fun,sustainable solutions to fight childhood obesity.http://www.comm.ucsb.edu/lieberman_flash.htm 5. Is There a Need to Change?YES Inactive lifestyles have impacted theamount that children exercise and theirdesire to exercise but not all children areinterested in organized sports. Schools aretrying to make their P.E.classes moreinclusive to children of different sizes,abilities and interests. Link to ExerGaming for PE: http://youtu.be/P5mY3NL7Cns 6. NEED Exergaming is especially important for at-riskpopulations, specifically children who carry excessbody weight and it appears to be a potentiallyinnovative strategy that can be used to reduce downtime, increase loyalty to exercise programs, andpromote enjoyment of physical activity. Exergaming provides a new and exciting way todraw students into a healthy lifestyle by lettingthem experience the fun and confidence associatedwith being physically fit. 7. RESEARCH Exergaming is popular in the US and researchis finding that it can improve players stresslevels, weight management, fitness, and health.Shasek, 2005 Californias Orange County Down SyndromeFoundation have found that children with DownSyndrome can play exergames and enjoy themdespite varying physical and coordination abilities.http://blog.motionfitness.com/?p=1125 8. DEVELOPMENT The first true attempt at what would later be calledExertainment was the Atari Puffer project (1982).This was an exercise bike that would hook up to anAtari 400/800 or 5200 system The first exergaming system released to the marketwas the 1986 Computrainer and designed as atraining aid and motivational tool 9. HISTORY OF EXERGAMES1982 Amiga releases the Joyboard, a stand-on peripheral for a skiing game (total flop)1982 Atari conceptualizes the Puffer project, an exercise-controlled bike for the 400/800 or 5200 systems (abandoned andnever released)1986 RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (veryexpensive)1988 Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttons1989 Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relativelinoperable)1989 Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NES1992 CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult tomaintain and master)1995 Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500price tag)1996 Namco releases Prop Cycle, an exercise bike game1998 Konami releases Dance Dance Revolution (and the era of exergaming truly begins)2001 UK company Exertris unties with Microsoft to release Exertris Interactive Exercise Bike, an interactive gaming workoutcycle for Windows CE and XP2003 Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and 22004 Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox2005 Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation2007 Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the playeto power consoles2007 Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 62008 Nintendo releases Wii Fit, a personalized training board for the Wii2009 Electronic Arts releases EA Sports Active, an advanced workout peripheral for the Wii2010 Sony releases Move, a motion controller for the PS3 (coming to U.S. in September)2010 Microsoft releases Kinect, a motion gaming system for the Xbox 360 (coming to U.S. in November)http://www.healthgamers.com/2010/exergaming/the-history-of-exergames/ 10. COMMERCIALIZATION Exergame resellers have developed fitnesscenters and specialist room designs withprogrammes that focus entirely on creatingenvironments for young people using exergamingfor fitness. Exergaming can be found as partof larger fitness facilities or dedicated gyms 11. EXERGAMES10090%80O 70F60IN 50N40OV 30AT 20IO 10EXERGAMING- Ataris Puffer project in 1982 was the first known attempt at producingn an exergaming activity. Throughout the years , especially in 1998, exergaming started tobecome the new exercise craze and it continues to grow today. 0 1980199020002010 2020 Time 12. RESEARCHXertrainerCase studies:http://children.webmd.com/news/20110307/active-video-games-help-kids-burn-calorieshttp://xergames.com/downloads/casestudies/Special%20Education%20Schools%20Invest%20in%20Sportwalls.pdfhttp://xergames.com/downloads/casestudies/Curriculum%20for%20Children%20with%20Motor%20Delays%20Autism%20ADHD%20ADD%20LD%20and%20Obesity.pdf 13. DEVELOPMENTThe original goal behind the creation of Sportwall (Xertrainer) was to create fun short, fast moving, full-body games that engaged the full intensity and focus of the athlete, with results measured via electronically generated scores. Today, this approach has proven successful and continues to incentivize repeated play until mastery takes place. 14. A BIT PRICEY? YES UNFORTUNATELY 15. Xertrainer100 XERTRAINER-The XERTRAINER is off to a slow start but is90 gaining interest as more schools, recreation and fitness%80 centers are incorporating it into their daily activities.O 70F60IN 50NO 40VA 30TI 20O 10n01980 1990200020102020 Time 16. BENEFITS of XERTRAINER Attracting participation and engaging sustained focuswith short-attention grabbing computer games, playedsequentially in the pursuit of mastery of skills and scoreProviding full body exercise by stimulating the hands,feet, eyes, ears and vestibular system in playing realgames with real tactile equipment (not simulated)Requiring high levels of attention and focus for success(staying consciously in-the-now)Engaging in cognitive decision making under pressureDelivering a cardiovascular workout in a game format 17. ACTIVE GAMING IN PHYSICAL EDUCATION CLASSES Active gaming is gaining in popularity not only with schools but varioushealth facilities globally. When implemented properly in physical educationclasses, active gaming is being used as a tool to accomplish various objectivessupported by national and/or state standards, not merely as free play orrecess-related activity. Developmentally appropriate practices such asmaximizing participation and developing learning experiences for theindividual child should still be considered when using active gaming in anyphysical education program. Currently, the more popular method ofimplementing active gaming in physical education is to assist children inphysically gaining moderate to vigorous physical activity minutes andcognitively learning about fitness-related components. http://www.bing.com/images/search?q=images+of+kids++exergaming&view=detail&id=4CCF7F2A3D14BDC1654B2345ABA6E84FD5E1CB2C&first=31&FORM=IDFRIR 18. EARLY ADOPTERS Children under age of 18 make up just 28% of allgamers, they are currently the greatest adopters ofexergames. Fitness facilities Youth Centers 19. LAGGARDS High risk schools (economically) Clinics Low economic families Advanced in age Set in traditions Concern: Financial Restraints-refer to slide 15 Space-refer to next slide 20. Specs. 21. ATTRIBUTES FOR ADOPTION OF THEXERTRAINER Trialabilitythe degree to which an innovation may beexperimented with on a limited basis Observabilitythe degree to which results of an innovation arevisible to others Rogers, 2003, pg. 258 22. DECENTRALIZED APPROACH Rogers (2003)explains that it is wide sharing of powerand control among the members of the diffusion system;client control by local systems; much diffusion isspontaneous and unplanned (pg. 396). 23. CHANGE AGENTS An individual who influences clients innovation-decisions in adirection deemed desirable by a change agency 7 Roles of change agent:1. Develop a need for change2. Establish an information exchange relationship3. Diagnose problems4. Create an intent to change in client5. Translate intentions into actions6. Stabilize adoption and prevent discontinuance7. Achieve a terminal relationship with clients(Rogers, 2003, pg.400) 24. KEY CHANGE AGENTS Administration Physical Education & Adapted PE Teachers Fitness Facilitators Recreational Facilities 25. CRITICAL MASS Strategy: Individuals perception of the innovation canbe shaped, by implying that adoption of it is inevitable,that it is very desirable, or that the critical mass hasoccurred or will occur soon (Rogers, 2003, pg. 361). *Will occur soon is my situation in convincing theadministration that the xertrainer is an up-and-comingtool for Adapted Physical Education* 26. How the Sportwall XerTrainer works for my studentsInteractive technology makes it fun and inclusive, something everyone can andwants to doGroup Programs, including Boot Camps, make it social, team orientedPersonal Training Programs are more fun, engaging and uniquelychallengingQuick physical results speed, agility, cardio, functional fitness, corestrength, motor & sports skillsQuick mental results focus, concentration, reaction time, visual and spacialawarenessIts real, not virtual or simulated, playProgressive level programming makes it continually challenging for allabilities over years of playEasy to use quick start program & intuitive interface with voicehttp://www.xergames.com/products/xertrainer.html 27. Influence in Schools We use them as a bit of a carrot, he says, for academic as well asactivity reasons. Kids tend to be creative and want to move and be active.Retrieved from:http://www.foxnews.com/story/0%2C2933%2C144761%2C00.html Exergamingor using video games to trigger exerciseis the latest trendin physical education programs, as educators try to get a broader range ofstudents to exercise more regularly and rigorouslY. Retrieved from:http://www.edweek.org/dd/articles/2008/04/30/04physed2_web.h01.html I think that as instructional technology changes, and we keep up withtechnology in our core classes of math, language arts and science, AMS 5-6 principal Matt Schwartz said it s important that the exploratory classeslike art, music and physical education move into technology too, because itpromotes a higher level of participation and activity. Retrieved from:http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school 28. Influences in Schools "Physical education instruction, the way it used to be, doesntwork anymore, said interim Superintendent Garnell Bailey. "Wehave to meet our children where they are. We have to use thetechnology available to us to keep our students energized andactive." "We expect participation to be up near 100 percent, which is almostunheard of,"Retrieved from:http://www.gamefwd.org/index.php?option=com_content&view=article&id=400:fwd-news-revisiting-the-benefits-of-exergaming&catid=54:health-a-fitness-games&Itemid=43 29. REFERENCES Exergame Network (2010). Teachers Demand Physical EducationOverhaul PRLog (Online), 1, 1. http://xergames.com/markets/education.html http://en.wikipedia.org/wiki/Exergaming http://www.comm.ucsb.edu/faculty/lieberman/exergames. http://xergames.com/aboutus/casestudiesresearch.html www.absoluteastronomy.com/topics/Exergaming Shasek, J. (2005). Revive! The Workplace-Break. Unpublishedreport, RedOctane, Inc., Sunnyvale, CA. Rogers, E. M. (2003). Diffusion of innovations (5th ed.). NewYork, NY: Free Press **Other references listed throughout presentation** 30. Thank you for viewing theinnovation of the Xertrainer From inactive lifestyles to people in motion