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Enhancing APE Instruction With Gaming
ConsolesSriPadmini Chennapragada, MS,
Krystal Paul, Fernanda Velasco
Sherrill Teaching and Research (STAR) Lab
InnovativeTechology Accessibility Motivation
ParticipationIncreased
PA
WHY GAMING CONSOLES ?
“This is better than real life ‘cos I can play the same way as anyone else”
➔ It’s fun
➔ Kids like it
➔ Engaging
➔ Technology in the classroom
➔ Diverse population
➔ Inclusion
New generation of
gaming consoles support
learners with disabilities
● Digital Game Based Learning (DGBL) is the new
term that researchers are using widely .
● Innovative features target a broader demographic.
● Accessibility, engagement, social aspects of
gaming such as communication and
collaboration.
● Play on equal terms.
● Compete and interact globally.
● Real life activities
● Promote and sustain students' interest
● Reaction times, hand-eye co-ordination and self-
esteem.
Nintendo Wii Sports:
What the literature is
saying?
● High levels of acceptability, learnability and confidence using the
Nintendo Wii-Fit in a group of people with neurological conditions
with balance deficits ( Meldrum et al, 2012).
● Digital Game Based Learning (DGBL) is reported to have positive
effects on core development needs of individuals with intellectual
disabilities.
● Researchers have also reported benefits for individuals with
intellectual disability when gaming consoles were used for exercise
purposes (Brown, Ley, Evett, & Standen, 2011).
Nintendo Wii Sports
➔ Wireless controller (pointing)
➔ Bowling, Tennis, Boxing, and Dance
Dance Revolution (DDR
➔ Age appropriate
●
Source: Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities, April 2016
How to implement
gaming consoles in APE and
GPE
➔ You only need one gaming console➔ Collaborate with GPE
➔ Find financial source➔ Test the game ➔ Be familiar with game ➔ Educate students ➔ Select game appropriate games➔ Collaborate with others➔ Set up event day➔ Involve the parents and
administrators
Xbox 360 Kinect
➔ Wireless ➔ Ideal for students with mobility
issues➔ Opportunities➔ Less equipment required➔ Improves social skills
◆ Build an Avatar
Shake It
EQUIPMENT
➔ You only need one gaming console
➔ Xbox Kinect/Sensor➔ Projector➔ 30 poly spots➔ Speakers
WARM-UP
➔ You only need one gaming console➔ Twister Dance Rave (Low)
◆ Students look at the light on the screen
and move to the matching color poly spot.
➔ Just Dance Kids (Moderate)◆ Students look at characters on screen and
mimic their movements. Lyrics and dance images are provided.
➔ Dance Central (High)◆ Students look at characters on screen and
mimic their movements. Dance steps are provided.
SKILLS AND
GAME
➔ You only need one gaming console
➔ Track and Field◆ Running ◆ Jumping◆ throwing
COOL-DOWN
➔ You only need one gaming console
➔ Kinectimals (Low)➔ Wii Fit U (Moderate)
◆ Yoga poses are done with a trainer in which both of you appear on the screen.
➔ Your Shape Fitness (High)◆ Yoga poses are done with a trainer in
which both of you appear on the screen.
DISADVANTAGES
➔ Financial cost
➔ Autism and ADHD prone to video
game addiction
➔ Poor posture
➔ Risk of Injury
➔ Equipment issues
➔ Lacks of accessibility
ADVANTAGES➔ PE and APE
➔ Knowledgeable CAPE and GPE
➔ Fun and engaging for all
Resourceshttp://www.eastersealstech.com
http://www.rectech.org
http://usatoday30.usatoday.com/news/health/story/2012-05-31/video-games-%20autism-students/55319452/1?csp=34news
ReferencesFelicia, P. (2009). Digital games in schools: Handbook for teachers.
Meldrum, D., Glennon, A., Herdman, S., Murray, D., & McConn-Walsh, R. (2012). Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii Fit Plus. Disability & Rehabilitation: Assistive Technology 7,205–210.
Miller, D J., & Robertson, D, P. (2011). Educational benefits of using game consoles in a primary classroom: A randomised controlled trial. British Journal of Educational Technology, 42(5), 850-864.
Pearson, E., & Bailey, C.(2008). The potential of new generation games consoles to support disabled students in education. In World Conference on Educational Multimedia, Hypermedia and Telecommunications,2008,1,6199-6205.