- ‘We are the people we’ve been waiting for’
- The Impact of the Harnessing Technology Strategy
- BSF Awards
- Virtual trenches immerse students in First World War poetry
- Shakespeare 2.0
- Digital media research hub
- The ischool intiative
- The educational Second Life
- International Children’s Digital Library
- Students go ‘wild’ with interactive lectures
- Opening up the environment
- Mobile Phone= Gateway to all Human Knowledge
- Defining culture for young people
- Handheld Learning Awards recognise Innovation
- Mobile Learning in Learning and Skills
- Learning Space design goes 3D
- Mobiles boost literacy?
- Engaging pupils with technology
- Thoughts on Digra 2009
- Bricks and Mortar or Clicks and Mortar needed for 21st Century schools?
- It’s only a game?
- Online beats face to face but blended takes the biscuit?
- Futurelab Call for Ideas is now open
- Could technology help to reduce obesity?
- Calling for ideas …
Could technology help to reduce obesity?
Thursday, August 6, 2009Ofsted’s Physical Education in Schools 2005/8: working towards 2012 report claims that PE is coming back in favour with children due to a wide range of activities – from mountain biking and martial arts to dance and yoga – now on offer . However, research from the Youth Sport Trust suggests that only half of all primary schools have playing fields and just 10% have a gymnasium. So what’s really going on? The answer is very likely that some schools are offering choice and are indeed engaging children in physical exercise, but that many others are not – and simply do not have the space or resources to do so.
Perhaps a way forward is to use technology. For example, i.play, which is a new range of playground equipment designed to make outdoor play a more interactive experience using the premise of a video game. Physical activity is measured by the equipment as pupils are encouraged to reach targets and new levels based on previous play. i.play (developed by researchers at Loughborough University) joins the Nintendo Wii™ as part of the latest generation of physically interactive technologies that can be used both inside and outside the classroom. Another example is Cyber Coach, a virtual fitness club which uses dance mats to engage larger groups in physical activity. The project has now moved on from its initial base in health clubs into schools with classes designed around the National Curriculum.
This new generation of games and applications is growing rapidly to meet the increasing demand for responsible games which encourage both activity and interaction. Could they offer hope to the next generation in the fight against obesity, regardless of whether or not they are able or inclined to take part in outdoor activities?
For a more in-depth article on how technology might be used to support learning about health and fitness and for more information about i.play, Cyber Coach and other initiatives for engaging pupils in physical activities, see ‘Learning your way to health’ in the latest issue of VISION magazine.
...Original article from http://flux.futurelab.org.uk/2009/08/06/could-technology-help-to-reduce-obesity/