Physical+Education

Curriculum Standards:

 * Standard 4: Achieves and maintains a health-enhancing level of physical fitness
 * Standard 6: Values physical activity for health, enjoyment, challenge, self-expression, and/or social interaction

**Technology: **

 * Nintendo Wii video game console (http://www.nintendo.com/wii) (Table 1)
 * One Wii controller (Table 1)
 * Wii Fit game
 * Wii Fit Balance Board (Table 1)
 * LCD projector with portable projection screen on stand
 * Microsoft Excel

http://www.bruceongames.com/wp-content/uploads/2008/04/nintendo-wii-408.jpg || Image Source: http://timcarmichael.files.wordpress.com/2008/03/wii-fit.jpg ||
 * **Table 1 ** ||  ||
 * = Nintendo Wii Game Console with Controller ||= Wii Fit Balance Board ||
 * [[image:wiismall.jpg align="left"]] || [[image:balboardsmall.jpg]] ||
 * Image Source:

Description:
 The Nintendo Wii is an interactive video game console. Unlike traditional consoles where the person playing is stationary, the Wii responds to the player's body movements. Instead of controlling on-screen characters with a remote control, the participant utilizes a variety of Wii controllers that can sense movement which, in turn, controls the on-screen action.

The controller that will be used in this lesson is the Wii Balance Board. The Balance Board is placed on the floor and, when used with the Wii Fit game, a player has the opportunity to engage in such activities as snowboarding or Yoga. As a player actively performs the motions on the Balance Board this information is transferred to the on-screen character. By using the Wii and, specifically the Wii Balance Board, video game players no longer sit idly with only a hand held controller. They are now up and moving and truly part of the action.

For purposes of the Technology Day lesson, students will chart information gathered using the Strength Training category of the Wii Fit game. First each student will use the body mass index (BMI) calculation feature of the Wii Fit to measure their own BMI. Second, students will enter Training Mode and perform three types of training motions: push-ups, jack knife, and lunge (see Table 2). Students will perform at an activity level of 15 repetitions for each training motion.

http://www.nintendo.com.au/ngmcontent/Image/Wii_Wii_Fit_art3.jpg || Image Source: http://wiimedia.ign.com/wii/image/article/864/864050/wii-fit-20080402033436038_640w.jpg || Image Source: http://www.mensfitness.com/2008/images/wii_fit/0608-wii-fit-lunge.jpg ||
 * **Table 2** ||  ||   ||
 * = Push-up on Wii Balance Board ||= Jack Knife on Wii Fit ||= Lunge on Wii Fit ||
 * = [[image:pushup.jpg width="265" height="218"]] ||= [[image:jackknife.jpg width="272" height="210"]] ||= [[image:0608-wii-fit-lunge.jpg width="294" height="212"]] ||
 * Image Source:

Following their activity, students will document their BMI and total repetition count for each of the three training motions in an Excel Spreadsheet. At the end of the semester the same Wii Fit fitness tests will be performed and recorded. Students will compare results to determine if improvements have been made in their ability to perform these physical activities.

Supporting Resource:
Looking to video games for physical education is, for many, an extreme contradiction. However, with the development of new interactive gaming capabilities available from systems such as Xbox, PlayStation, and the Wii playing video games is no longer a stationary activity.

States such as West Virginia have implemented interactive video games into physical education curriculum to combat childhood obesity. Fifty students participated in an at-home study where they played an interactive dance game called Dance Dance Revolution (DDR). These students, who at the onset of the study were considered at or close to over weight showed dramatic results in their physical fitness levels after the study. As stated by Charlene O’Hanlon (2007) in an article for T.H.E Journal, “Pre- and post-testing showed, among other things, better arterial response to increased blood flow, an increase in aerobic capacity, and no weight gain…all the participants were more willing to try new activities and invite friends over to play, and were more confident in participating in physical education classes." (p. 34) The results of using this interactive video game were so impressive that the state mandated DDR be integrated in the physical education programs of all its middle and junior high schools.

In addition to the physical benefits, studies show that video games can be powerful learning tools. Students today have grown up with video games and are instantly engaged and inherently interested in them. Author Marc Prensky, in his article “Really Good News About Your Children’s Video Games” describes the benefits of using this interest as a way to engage students and interest them in learning.

Tried & True or New & Innovative:
This lesson is new and innovative. The use of games and especially the use of video game consoles to reap educational benefit is a new concept. Typically video games were considered the enemy of learning and particulary physical activity. Now, however, with the advent of interactive gaming systems like the Wii, physical movement and gaming have combined to form an engaging learning tool for today's students.

APA Citations:
 O'Hanlon, C. (2007). Eat Breakfast, Drink Milk, Play Xbox. //T.H.E. Journal// 34(4), 34-39. Retrieved October 24, 2008, from OhioLINK database.

Prensky, M. (2003). //Really Good News About Your Children's Video Games// Retrieved October 24, 2008, from Marc Prensky website: http://www.marcprensky.com/writing/Prensky%20-%20Really%20good%20news.pdf