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Technology, Interactive Games Hold Promise for Getting Kids Active

I’ve never considered myself to be a “gamer,” (an avid video game player for all you non-hip folks.) In fact, I’ve regarded the craze with bemusement and not a small amount of consternation. “What is this world coming to?,” I say to myself, in my best grumpy old man impersonation. Well, my attitude has changed somewhat.

It happened, innocently enough, during a recent family vacation. I was introduced to the latest interactive gaming system on the market. I bowled. I boxed. I played tennis. And the next day, I couldn’t raise my arm, which was surprising to someone who considers themselves fairly active.

These are the kinds of technologies that schools are beginning to take a serious look at and implement into their physical education programs, as I discovered and reported for the current issue of ASBJ. http://www.asbj.com/MainMenuCategory/Archive/2008/March/PhysTech.aspx

In fact, West Virginia is leading the trend, by including Dance, Dance Revolution, a sort of Simon-says of the feet, at every public school in the state. Make it fun, make it exciting, make it relevant, that’s been the mantra of many educators desperate to engage disconnected students--- and it seems inactive ones, too.

Of course, there’s some concern among the purists. People should learn to love or at least appreciate x for x sake, for goodness sake! I admit it. I sort of thought that way, too, especially as it relates to physical activity. Exercising may not always be the most exciting to do, but it should be a priority because it’s important to your health. Period. End of story.

Truth is, though, many need more of an incentive than that and if technology can jumpstart exercise, so be it. Stranger things have happened. I’m now considering guitar lessons, after a few hours as a Guitar Hero.

Naomi Dillon, Senior Editor

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