Florida Childhood Obesity Prevention
USF Health · COPH · Florida Prevention Research Center

Technology Based Physical Activity (School Based Gaming Center).

The Florida Childhood Obesity Prevention Project also will establish an exergaming center in a public elementary school where its impact on children's physical activity behaviors and weight status can be assessed. Exergaming, also known as technology based physical activity, is designed to promote positive attitudes and increase the daily participation in health enhancing physical activity. An exergaming school center will allow researchers to evaluate and disseminate information about this innovative technological approach to promoting physical activity. In January 2007, the School of Physical Education & Exercise Science in the College of Education at The University of South Florida, in cooperation with iTECH Fitness of Denver, Colorado, partnered to create the first university exergaming fitness research lab for children. The purpose of the XRKade Research Lab is to investigate the growing movement related to assisting children in becoming physically active and increasing fitness levels through use of technology-based interactive game activities. A variety of pilot research studies have been conducted in the lab, providing critical data related to the success of this approach. The proposed initiative advances the field by placing exergaming in a real world setting where its impact on physical activity levels, physical fitness, and weight management can be evaluated.

The mission of this project component is to create and evaluate an exergaming center. The center will offer 4th and 5th graders a high quality, student friendly environment as part of a comprehensive physical education school wellness model. Furnished with state-of-the-art equipment, the Center will allow researchers to evaluate the impact of technology based physical activity on children's attitudes, behavior, and physiology.

The Need for a School-Based Exergaming Center.

A new paradigm is needed to motivate today's children to be more physically active. Called the "Gamer Generation", these students number ninety million children who grew up playing video games and using other complex technological devices. The time these children have spent playing video games is having an impact on the fitness education. Traditional fitness regimens that include such activities as push-ups, sit-ups, and running laps no longer capture their attention or maintain their interest (Beck & Wade, 2006, p. xii). To better meet their preferences, traditional physical education and fitness activities are being replaced with the more contemporary, student-friendly approach - "exergaming". Whereas exergaming is being disseminated through our nation's schools, its real potential to enhance fitness and prevent obesity among youth has yet to be realized. Barriers to its dissemination include many teachers', school administrators' lack of familarity with technologically based physical activity and the tendency to blame technology for the currrent obesity crisis. The goal of this project will be to assess the potential to use exergaming to capitalize on youth's fascination with technology and counter the impact"screen time" has had on physical activity levels.

Few technology based physical activity programs, in real world settings, have been evaluated. Therefore, an important goal of the FCOP is to assess exergaming's impact on physical, social, emotional, and intellectual outcomes. The evaluation is anticipated to demonstrate that exergaming improves physical skill development, increases muscular strength and endurance, improves balance and coordination, and enhances cardiovascular endurance. The FCOP exergaming center may also demonstrate that exergaming improves a child's social and mental health by increasing self-confidence and self-esteem.

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