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Connecting Physical Activity to the Learning Process
A Computer peripheral that can deliver ExerLearning
The  FootPOWR  is a computer peripheral that can do anything a mouse can do.  You simply stand and move your feet to move the cursor. It works with thousands of existing software and games
 
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Play (and learn)  with your feet!
Why are these the default “school tools?”
 
Play (and Learn) With This
ExerLearning =  ,[object Object],[object Object],[object Object],[object Object],[object Object],(Valuable Outcomes) – (Time Intensive Preparation)
he FootPOWR® pad:  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
FootPOWR is a “plug and play” ExerLearning tool that delivers  the power of movement, balance, eye-tracking, prediction, stress relief, instant SUCCESS and game-play  to the learning process.
[object Object],[object Object],[object Object],[object Object],[object Object]
Once students understand how we learn, ExerLearning answers many questions about the  struggle-try-fail-give up  experience
The Brain and Heart are a  GREAT Learning Team ,[object Object],[object Object],[object Object]
Students struggling with SIT STILL, FOCUS, PAY ATTENTION  love to understand (finally): our moving brain is our thinking brain.  The same ... cells that we move with ... are the ones we use to think.  When we move, we activate them ,"  Dr. John J. Ratey, the author of "Spark: The Revolutionary Science of Exercise and the Brain."
he FootPOWR® pad:  When students understand the brain research behind the addition of ExerLearning they will “play” with awareness and be able to recognize the benefits when they return to the academic task  Is not a classroom toy or simply a “fun” reward
he FootPOWR® pad:  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Is not a classroom toy or simply a “fun” reward
ExerLearning  is delivered to the classroom via an easy to implement technology tool, FootPOWR, a plug and play computer peripheral. Instant Gratification:  Stress, anger and frustration relief is delivered via the power of games, rhythmic movement and balance The vocabulary of: BDNF, neurotransmitters, proprioception, balance practice, eye-tracking, patterns, prediction, and focus  re-define self-beliefs about the ability to succeed in school
Music, rhythm, and the repetitive practice of patterns found in many computer and video games using balance and eye-tracking are all powerful tools for physical and mental learning.
Imagine the Student-Inspired Possibilities
Students and Faculty:  re-charge with the rhythm of fun! 10 minute work break reduces stress while sharpening and re-focusing the mind Playing casual games for just 10 minutes can lower stress, boost concentration and enhance your mood Students are motivated to come to school and work hard when FootGaming is the reward We add the physical activity to the learning environment – adding energy, oxygen, balance and calorie loss Positive behaviors increase via regular FootGaming breaks – teachers can do what they do best
At School:  energize with ExerLearning FootGaming is an easy-to-deliver method of tying the cognitive benefits of select game/software to the brain-enhancing effects of rhythmic aerobic exercise and balance. See our online resources: Generation FIT  www.generation-fit.com ExerLearning  http://exerlearning.blogspot.com FootGaming Website and Teacher resources  www.footgaming.com FootGaming Blog   http://footgaming.blogspot.com Brainy Stuff  http://www.slideshare.net/invenTEAM/brainy-stuff-1078097#   Casual Games and ADD/ADHD  http://www.popcap.com/press/release.php?pid=393 FootGaming can help .  Research on the Games to Use with FootGaming   FootGaming and Conflict Resolution   Attendance and FootGaming   Reaching the At-Risk Student
Judy Shasek FootGaming.com [email_address] 541-410-1478 Copyright 2009 – FootGaming, FootPOWR, ExerLearning and Generation FIT are registered trademarks of invenTEAM-Shasek 2005-2009

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ExerLearning with Footgaming-Overview

  • 1. Connecting Physical Activity to the Learning Process
  • 2. A Computer peripheral that can deliver ExerLearning
  • 3. The FootPOWR is a computer peripheral that can do anything a mouse can do. You simply stand and move your feet to move the cursor. It works with thousands of existing software and games
  • 4.  
  • 5.
  • 6. Why are these the default “school tools?”
  • 7.  
  • 8. Play (and Learn) With This
  • 9.
  • 10.
  • 11. FootPOWR is a “plug and play” ExerLearning tool that delivers the power of movement, balance, eye-tracking, prediction, stress relief, instant SUCCESS and game-play to the learning process.
  • 12.
  • 13. Once students understand how we learn, ExerLearning answers many questions about the struggle-try-fail-give up experience
  • 14.
  • 15. Students struggling with SIT STILL, FOCUS, PAY ATTENTION love to understand (finally): our moving brain is our thinking brain. The same ... cells that we move with ... are the ones we use to think. When we move, we activate them ," Dr. John J. Ratey, the author of "Spark: The Revolutionary Science of Exercise and the Brain."
  • 16. he FootPOWR® pad: When students understand the brain research behind the addition of ExerLearning they will “play” with awareness and be able to recognize the benefits when they return to the academic task Is not a classroom toy or simply a “fun” reward
  • 17.
  • 18. ExerLearning is delivered to the classroom via an easy to implement technology tool, FootPOWR, a plug and play computer peripheral. Instant Gratification: Stress, anger and frustration relief is delivered via the power of games, rhythmic movement and balance The vocabulary of: BDNF, neurotransmitters, proprioception, balance practice, eye-tracking, patterns, prediction, and focus re-define self-beliefs about the ability to succeed in school
  • 19. Music, rhythm, and the repetitive practice of patterns found in many computer and video games using balance and eye-tracking are all powerful tools for physical and mental learning.
  • 21. Students and Faculty: re-charge with the rhythm of fun! 10 minute work break reduces stress while sharpening and re-focusing the mind Playing casual games for just 10 minutes can lower stress, boost concentration and enhance your mood Students are motivated to come to school and work hard when FootGaming is the reward We add the physical activity to the learning environment – adding energy, oxygen, balance and calorie loss Positive behaviors increase via regular FootGaming breaks – teachers can do what they do best
  • 22. At School: energize with ExerLearning FootGaming is an easy-to-deliver method of tying the cognitive benefits of select game/software to the brain-enhancing effects of rhythmic aerobic exercise and balance. See our online resources: Generation FIT www.generation-fit.com ExerLearning http://exerlearning.blogspot.com FootGaming Website and Teacher resources www.footgaming.com FootGaming Blog http://footgaming.blogspot.com Brainy Stuff http://www.slideshare.net/invenTEAM/brainy-stuff-1078097# Casual Games and ADD/ADHD http://www.popcap.com/press/release.php?pid=393 FootGaming can help . Research on the Games to Use with FootGaming FootGaming and Conflict Resolution Attendance and FootGaming Reaching the At-Risk Student
  • 23. Judy Shasek FootGaming.com [email_address] 541-410-1478 Copyright 2009 – FootGaming, FootPOWR, ExerLearning and Generation FIT are registered trademarks of invenTEAM-Shasek 2005-2009