Tuesday, May 11, 2010

To Wii, or not to Wii? Module 5

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When it comes to technology there are those that resist it, those that tentatively test the waters, and those that dive right in. Researchers and change agents would refer to them as laggards, late majority, and early adopters. Our school mission statement is: “Inspiring students to become successful and responsible citizens in a global society.” In order to further this goal, students and teachers must integrate technologies into the very fabric of the courses. Technology must become more than a tool, it needs to become an extension of knowledge. As a member of the data review team at my school, we continually encourage all faculty members to become involved in our commitment to globalization by integrating 21st Century technologies into all curricula. This includes PE. Well, it could include PE. Our PE teachers are laggardly, to say the least.


The PE teachers resist incorporating technologies into their classes with every fiber of their being, and with some justification. They note the rising obesity rate for sedentary children, their lack of easy access to computers, large class sizes, student and parent expectations of physical activity, etc. Yet, when I pointed out the health and mental benefits (especially for the elderly and physically disabled) reported by users of the interactive Wii gaming system (in particular Wii Fit and Wii Sports), many of their arguments dissolved.


Driscoll (2005) suggested that motivation and self-efficacy is the key to trying a new skill. Keller (as cited in Driscoll, 2005) proposed four conditions for motivation. They are: Attention, Relevance, Confidence, and Satisfaction. When this model is applied to our laggardly PE teachers, Attention was garnered through our ongoing technology arguments and through frustration in providing engaging and helpful activities for our adaptive PE students and for the regular students on rainy and cold days. Technology was made Relevant when it was directly related to their instructional goals for the children. Confidence will increase when sedentary students become successfully and actively engaged in physical activity. Finally, Satisfaction will be assured if students lose weight, increase strength, gain mobility, and/or find joy in physical activity as a consequence of technology.


Driscoll, M. P. (2005). Psychology of learning for instruction (3rd ed.). Boston: Pearson Education, Inc.


Here is John Keller’s official ARCS website if you want to learn about it straight from the source:

http://www.arcsmodel.com/home.htm


Here are some websites that report on the possibilities of using Wii technology in promoting physical activity:

http://www.medscape.com/viewarticle/719303

http://www.healthgamers.com/2010/research-theory/the-most-heart-healthy-wii-games/

http://www.webmd.com/stroke/news/20100225/wii-games-speed-stroke-rehab


This site is a gaming blog that has several posts about the effects of Wii games on motor skills, brain activity, and depression.

http://www.gamepolitics.com/category/video-game-research


The following trailer demonstrates how Wii technology encourages and engages people of all ages in physical activity.