diffusion of innovations multimedia presentation xergaming with focus on xertrainer

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

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Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer. Sue Beer 2011 EDUC 7101-2 Walden University. Video Clip link. http://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player. - PowerPoint PPT Presentation

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Page 1: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

Diffusion of InnovationsMultimedia Presentation

Xergamingwith focus on Xertrainer

Sue Beer2011

EDUC 7101-2Walden University

Page 2: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

http://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player

Video Clip link

Page 3: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

The programs and equipment offered by XerTech cover a diversity of applications, ranging from combating obesity in youth, adults and seniors to conditioning high performance athletics, from medical wellness to education for PE, adapted PE and special education.

Page 4: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

Exergaming

“Video game playing used to be a sedentary pastime, but now a variety of games are compelling us to get up and move. These games – called “exergames” involve the player in dance, aerobics, kick-boxing, sports moves, martial arts, or other forms of physical activity and exertion as the way to interact within the game”. http://www.comm.ucsb.edu/lieberman_flash.htm

Page 5: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

NEED

• Inactive lifestyles have impacted the amount that children exercise and their desire to exercise but not all children are interested in organized sports. Schools are trying to make their P.E.classes more inclusive to children of different sizes, abilities and interests.

Page 6: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

NEED• Exergaming is especially

important for at-risk populations, specifically children who carry excess body weight and it appears to be a potentially innovative strategy that can be used to reduce down time, increase loyalty to exercise programs, and promote enjoyment of physical activity.

• Exergaming provides a new and exciting way to draw students into a healthy lifestyle by letting them experience the fun and confidence associated with being physically fit.

Page 7: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

RESEARCH

• Exergaming is popular in the US and research is finding that it can improve players’ stress levels, weight management, fitness, and health.

• Documented research indicates that physical activity through exergaming benefit cardio-vascular health, reduction of anxiety, improved sensory-motor learning, and improved cognitive alertness and performance (Shasek, 2005).

Page 8: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

DEVELOPMENT• The first true attempt at what would

later be called Exertainment was the Atari Puffer project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system

• The first exergaming system released to the market was the 1986 Computrainer and designed as a training aid and motivational tool

Page 9: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

HISTORY OF EXERGAMES•1982 – 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 and never released)•1986 – RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (very expensive)•1988 – Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttons•1989 – Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relatively inoperable)•1989 – Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NES•1992 – CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult to maintain and master)•1995 – Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500 price tag)•1996 – Namco releases Prop Cycle, an exercise bike game•1998 – 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 workout cycle for Windows CE and XP•2003 – Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and 2•2004 – Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox•2005 – Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation•2007 – Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the player to power consoles•2007 – Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 6•2008 – Nintendo releases Wii Fit, a personalized training board for the Wii•2009 – Electronic Arts releases EA Sports Active, an advanced workout peripheral for the Wii•2010 – 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/

Page 10: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

COMMERCIALIZATION

• Exergame resellers have developed fitness centers and specialist room designs with programmes that focus entirely on creating environments for young people using exergaming for fitness. Exergaming can be found as part of larger fitness facilities or dedicated gyms

Page 11: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

1980 2000 20101990 2020Time

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EXERGAMES

EXERGAMING- Atari’s Puffer project in 1982 was the first known attempt at producing an exergaming activity. By the late 1980s, Nintendo tried again with the Powerpad, but to no avail, it faded from the market. During the 1990s, the fitness business encountered positive feedback from customers when they included traditional exercise with technology. Finally, in 1998, exergaming started to become the new exercise craze and it continues to grow today.

Page 12: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

Focus on XerTrainer

Page 13: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

RESEARCHXertrainer

• Scientific research was done in 2011 comparing energy cost of 6 forms of exergaming

• Results claimed that the Xertrainer showed higher results in exercise, enjoyment and social development.

• Although there is limited research discussing the benefits active gaming may have with skill development, these healthy ExerGames have certainly proven to have merit in quality physical education programs.

Page 14: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

DEVELOPMENT

The original goal behind the creation of Sportwall 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.

Page 15: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

COMMERCIALIZATION

• Xertrainers are present in:• YMCA, JJC & Nonprofits

establishments• Educational settings• Park & Recreation departments• Health & Fitness Clubs• Military- youth and family

Page 16: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

1980 2000 20101990 2020Time

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Xertrainer

XERTRAINER-The XERTRAINER is off to a slow start but is gaining interest as more schools, recreation and fitness centers are incorporating it into their daily activities.

Page 17: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

BENEFITS of XERTRAINER• Attracting participation and engaging sustained

focus with short-attention grabbing computer games, played sequentially in the pursuit of mastery of skills and score

• Providing full body exercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games 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 pressure

• Delivering a cardiovascular workout in a game format

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ACTIVE GAMING IN PHYSICAL EDUCATION CLASSES

• “Active gaming is gaining in popularity not only with schools but various health facilities globally. When implemented properly in physical education classes, active gaming is being used as a tool to accomplish various objectives supported by national and/or state standards, not merely as free play or recess-related activity. Developmentally appropriate practices such as maximizing participation and developing learning experiences for the individual child should still be considered when using active gaming in any physical education program. Currently, the more popular method of implementing active gaming in physical education is to assist children in physically gaining moderate to vigorous physical activity minutes and cognitively learning about fitness-related components”.

• http://www.bing.com/images/search?q=images+of+kids++exergaming&view=detail&id=4CCF7F2A3D14BDC1654B2345ABA6E84FD5E1CB2C&first=31&FORM=IDFRIR

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How the Sportwall XerTrainer works for your students

Interactive technology makes it fun and inclusive, something everyone can and wants to doGroup Programs, including Boot Camps, make it social, team orientedPersonal Training Programs are more fun, engaging and uniquely challengingQuick physical results – speed, agility, cardio, functional fitness, core strength, motor & sports skillsQuick mental results – focus, concentration, reaction time, visual and spacial awarenessIt's real, not virtual or simulated, playProgressive level programming makes it continually challenging for all abilities over years of playEasy to use – quick start program & intuitive interface with voice http://www.xergames.com/products/xertrainer.html

Page 20: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

EARLY ADOPTERS

• Children under age of 18 make up just 28% of all gamers, they are currently the greatest adopters of exergames.

• Fitness facilities• Youth Centers

Page 21: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

LAGGARDS

• High risk schools• Clinics• Low economic families

Concern: Financial Restraints Space

Page 22: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

ATTRIBUTES FOR ADOPTION OF THE XERTRAINER

• Trialability “the degree to which an

innovation may be experimented with on a limited basis”

• Observability “the degree to which results of

an innovation are visible to others” Rogers, 2003, pg. 258

Page 23: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

DECENTRALIZED APPROACH

• Rogers (2003)explains that it is “wide sharing of power and control among the members of the diffusion system; client control by local systems; much diffusion is spontaneous and unplanned” (pg. 396).

Page 24: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

CHANGE AGENTS• “An individual who influences clients’

innovation-decisions in a direction deemed desirable by a change agency”

7 Roles of change agent:1. Develop a need for change 2. 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)

Page 25: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

KEY CHANGE AGENTS

• Administration• Physical Education & Adapted

PE Teachers

• Fitness Facilitators• Recreational Facilities

Page 26: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

CRITICAL MASS• Critical mass has not been met in the

diffusion of the xertrainer but is demonstrating a slow rise.

• There are only 1,500 worldwide xertrainer’s in use.

• Strategy: “Individuals’ perception of the innovation can be shaped, by implying that adoption of it is inevitable, that it is very desirable, or that the critical mass has occurred or will occur soon” (Rogers, 2003, pg. 361).

*Will occur soon is my situation in convincing the

administration that the xertrainer is an up-and-coming

tool for Adapted Physical Education*

Page 27: Diffusion of Innovations Multimedia Presentation Xergaming with focus on  Xertrainer

QUOTES• “We use them as a bit of a carrot,” he says, “for academic as

well as activity 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

• “Exergaming”—or using video games to trigger exercise—is the latest trend in physical education programs, as educators try to get a broader range of students 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 with technology in our core classes of math, language arts and science, AMS 5-6 principal Matt Schwartz said its important � � �that the exploratory classes like art, music and physical education move into technology too, because it promotes a higher level of participation and activity”. Retrieved from: �http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school

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QUOTES• "Physical education instruction, the way it

used to be, doesn't work anymore,” said interim Superintendent Garnell Bailey. "We have to meet our children where they are. We have to use the technology available to us to keep our students energized and active."

• "We expect participation to be up near 100 percent, which is almost unheard 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

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REFERENCES• http://xergames.com/markets/education.html• http://en.wikipedia.org/wiki/Exergaming• http://www.comm.ucsb.edu/faculty/lieberman/ex

ergames.

• http://xergames.com/aboutus/casestudiesresearch.html

• www.absoluteastronomy.com/topics/Exergaming • Shasek, J. (2005). Revive! The Workplace-Break.

Unpublished report, RedOctane, Inc., Sunnyvale, CA.